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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 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",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180
181int playername_ok(const char *cp) {
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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 294 }
210 p = new player;
211 295
212 /* This adds the player in the linked list. There is extra 296 if (ns)
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 } 297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
228 300
229 /* Clears basically the entire player structure except 301 INVOKE_PLAYER (DISCONNECT, this);
230 * for next and socket.
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234 302
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{
235 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 337 * we deal with that below this point.
237 */ 338 */
238 p->party = NULL; 339 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 340 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 342
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
249 344
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 345 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 346 bowtype = bow_normal;
267 p->petmode = pet_normal; 347 petmode = pet_normal;
268 p->listening = 10; 348 listening = 10;
269 p->usekeys = containers; 349 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 351 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 352
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 353 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 354 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 355}
279 356
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 357void
358player::do_destroy ()
359{
360 disconnect ();
281 361
282 /* we need to clear these to -1 and not zero - otherwise, 362 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 363
284 * send new values to the client, as things like exp start 364 if (ob)
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 365 {
292 for (i = 0; i < NROFATTACKS; i++) 366 ob->destroy_inv (false);
367 ob->destroy ();
293 { 368 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298 369
299 p->socket.update_look = 0; 370 ob = observe = 0;
300 p->socket.look_position = 0;
301 return p;
302} 371}
303 372
304/* This loads the first map an puts the player on it. */ 373player::~player ()
305static void set_first_map(object *op)
306{ 374{
307 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
308 op->x = -1; 376 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 377}
312 378
313/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
314 * 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
315 * mode. 381 * mode.
316 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
317 387
318int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 389
321 p=get_player(NULL); 390 pl->ob->roll_stats ();
322 p->socket = *ns; 391 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 393
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 394 set_first_map (pl->ob);
333 395
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 396 return pl;
341} 397}
342 398
343/* 399/*
344 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
347 */ 403 */
404archetype *
348archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
349{ 406{
350 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
351 for (;;) { 409 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 410 {
363} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
364 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
365 420
421object *
366object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
367 object *op = NULL; 424 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 425 objectlink *ol;
370 unsigned lastdist; 426 unsigned lastdist;
371 rv_vector rv; 427 rv_vector rv;
372 428
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 430 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 432 continue;
400 433
401 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
402 op=ol->ob; 436 op = ol->ob;
403 lastdist=rv.distance; 437 lastdist = rv.distance;
404 } 438 }
405 } 439 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 440
441 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 442 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 443 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 444 {
414 } 445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
415#if 0 449#if 0
416 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)");
417#endif 451#endif
418 return op; 452 return op;
419} 453}
420 454
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 473 * is probably not a good thing.
440 */ 474 */
441#define MAX_SPACES 50 475#define MAX_SPACES 50
442
443 476
444/* 477/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
460 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
461 * 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,
462 * 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
463 * is blocking itself. 496 * is blocking itself.
464 */ 497 */
498int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
466 rv_vector rv; 501 rv_vector rv;
467 sint16 x,y; 502 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
470 505
471 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
472 507
473 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
509 return 0;
474 510
475 x=mon->x; 511 x = mon->x;
476 y=mon->y; 512 y = mon->y;
477 m=mon->map; 513 m = mon->map;
478 dir = rv.direction; 514 dir = rv.direction;
479 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 */
480 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
481 /* 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. */
482 if (diff>max) return 0; 519 if (diff > max)
520 return 0;
521
483 while (diff >1 && max>0) { 522 while (diff > 1 && max > 0)
523 {
484 lastx = x; 524 lastx = x;
485 lasty = y; 525 lasty = y;
486 lastmap = m; 526 lastmap = m;
487 x = lastx + freearr_x[dir]; 527 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 528 y = lasty + freearr_y[dir];
489 529
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 530 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 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);
492 532
493 /* Space is blocked - try changing direction a little */ 533 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
496 /* recalculate direction from last good location. Possible 537 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 538 * we were not traversing ideal location before.
498 */ 539 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 541 if (rv.direction != dir)
542 {
501 /* OK - says direction should be different - lets reset the 543 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 544 * the values so it will try again.
503 */ 545 */
504 x = lastx; 546 x = lastx;
505 y = lasty; 547 y = lasty;
506 m = lastmap; 548 m = lastmap;
507 dir = firstdir = rv.direction; 549 dir = firstdir = rv.direction;
550 }
508 } else { 551 else
552 {
509 /* direct path is blocked - try taking a side step to 553 /* direct path is blocked - try taking a side step to
510 * either the left or right. 554 * either the left or right.
511 * Note increase the values in the loop below to be 555 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 556 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 557 * bigger detour. Have to be careful about these values getting
514 * 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
515 * stepping back and forth 559 * stepping back and forth
516 */ 560 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 564 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 565 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 566 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 567 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 568 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 569 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 570 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 572 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 573 * the last direction the creature has successfully
528 * moved. 574 * moved.
529 */ 575 */
530 576
531 x = lastx + freearr_x[absdir(lastdir+i)]; 577 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 578 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 579 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 580 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 581 if (mflags & P_OUT_OF_MAP)
582 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 586 if (mflags & P_BLOCKSVIEW)
587 continue;
539 588
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
541 } 591 }
542 /* go through entire loop without finding a valid 592 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 593 * sidestep to take - thus, no valid path.
544 */ 594 */
545 if (i==(DETOUR_AMOUNT+1)) 595 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 596 return 0;
547 diff--; 597 diff--;
548 lastdir=dir; 598 lastdir = dir;
549 max--; 599 max--;
550 if (!firstdir) firstdir = dir+i; 600 if (!firstdir)
601 firstdir = dir + i;
551 } /* else check alternate directions */ 602 } /* else check alternate directions */
552 } /* if blocked */ 603 } /* if blocked */
553 else { 604 else
605 {
554 /* we moved towards creature, so diff is less */ 606 /* we moved towards creature, so diff is less */
555 diff--; 607 diff--;
556 max--; 608 max--;
557 lastdir=dir; 609 lastdir = dir;
610 if (!firstdir)
558 if (!firstdir) firstdir = dir; 611 firstdir = dir;
612 }
613
614 if (diff <= 1)
559 } 615 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 617 * headed toward player for entire distance.
563 */ 618 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 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));
566 } 621 }
567 if (diff>max) return 0; 622
623 if (diff > max)
624 return 0;
568 } 625 }
626
569 /* 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 */
570 if (!max) return 0; 628 if (!max)
629 return 0;
571 630
572 return firstdir; 631 return firstdir;
573} 632}
574 633
634void
575void give_initial_items(object *pl,treasurelist *items) { 635give_initial_items (object *pl, treasurelist * items)
636{
576 object *op,*next=NULL; 637 object *op, *next = NULL;
577 638
578 if(pl->randomitems!=NULL) 639 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 641
581 for (op=pl->inv; op; op=next) { 642 for (op = pl->inv; op; op = next)
643 {
582 next = op->below; 644 next = op->below;
583 645
584 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
585 * 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
586 */ 648 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 650 SET_FLAG (op, FLAG_APPLIED);
589 651
590 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 653 * by this player due to race restrictions
592 */ 654 */
593 if (pl->type == PLAYER) { 655 if (pl->type == PLAYER)
656 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 662 {
604 } 663 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 664 continue;
624 } 665 }
625 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)
626 } 675 {
676 object *tmp;
627 677
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
628 if (op->type == SPELLBOOK && op->inv) { 693 if (op->type == SPELLBOOK && op->inv)
694 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 696 }
631 697
632 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 700 * merged properly.
635 */ 701 */
636 if (need_identify(op)) { 702 if (need_identify (op))
703 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
640 } 709 {
641 if(op->type==SPELL) { 710 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 711 continue;
712 }
713 else if (op->type == SKILL)
645 } 714 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 716 op->stats.exp = 0;
649 op->level = 1; 717 op->level = 1;
650 } 718 }
651 /* lock all 'normal items by default */ 719 /* lock all 'normal items by default */
720 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
654 723
655 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
656 link_player_skills(pl); 725 link_player_skills (pl);
657} 726}
658 727
659void get_name(object *op) { 728void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
732 if (party == NULL) { 731 if (party == NULL)
732 {
733 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);
734 return; 734 return;
735 } 735 }
736
736 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
739 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:");
740} 741}
741
742 742
743/* 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
744int roll_stat(void) { 745roll_stat (void)
746{
745 int a[4],i,j,k; 747 int a[4], i, j, k;
746 748
747 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
749 751
750 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 753 if (a[i] < k)
752 k=a[i],j=i; 754 k = a[i], j = i;
753 755
754 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 757 if (i != j)
756 k+=a[i]; 758 k += a[i];
757 } 759
758 return k; 760 return k;
759} 761}
760 762
761void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
762 int sum=0; 770 int sum = 0;
763 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
765 773
766 do { 774 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 775 break;
768 op->stats.Dex=roll_stat(); 776 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 777
779 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 780
788 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 783
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 784 stats.exp = 0;
819 op->stats.ac=0; 785 stats.ac = 0;
820 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
821 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
824 796
825 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
826 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
830} 829}
831 830
832void Roll_Again(object *op) 831static void
832start_info (object *op)
833{ 833{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
842 835
843 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 840}
951 841
952/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
956 * not the class. 846 * not the class.
957 */ 847 */
958 848void
959int key_change_class(object *op, char key) 849player::chargen_race_done ()
960{ 850{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
975 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
977 860
978 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
979 862
980 if (op->msg) 863 if (ob->msg)
981 op->msg=NULL; 864 ob->msg = 0;
982 865
983 /* 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
984 * to save here. 867 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op);
993 CLEAR_FLAG(op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op);
997 fix_player(op);
998
999 /* This moves the player to a different start map, if there
1000 * is one for this race
1001 */
1002 if(*first_map_ext_path) {
1003 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n");
1018 }
1019 return 0;
1020 }
1021
1022 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above.
1024 */ 868 */
1025 869 {
1026 tmp_loop = 0;
1027 while(!tmp_loop) {
1028 shstr name = op->name;
1029 int x = op->x, y = op->y;
1030 remove_statbonus(op);
1031 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch);
1033 copy_object (&op->arch->clone, op);
1034 op->instantiate ();
1035 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name;
1037 op->x = x;
1038 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op);
1044 tmp_loop=allowed_class(op);
1045 }
1046 update_object(op,UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op);
1048 fix_player(op);
1049 op->stats.hp=op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp;
1051 op->stats.grace=0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056}
1057
1058int key_confirm_quit(object *op, char key)
1059{
1060 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1092 next = mp->next; 873 }
1093 if (!strncmp(mp->path, buf, strlen(buf))) 874
1094 delete_map(mp); 875 start_info (ob);
1095 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1096 877 give_initial_items (ob, ob->randomitems);
1097 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)
1098 } 886 {
1099 play_again(op); 887 object *tmp;
1100 return 1; 888 char mapname[MAX_BUF];
1101}
1102 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
1103void flee_player(object *op) { 941flee_player (object *op)
942{
1104 int dir,diff; 943 int dir, diff;
1105 rv_vector rv; 944 rv_vector rv;
1106 945
1107 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 986 return;
1111 } 987 }
1112 988
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 991 op->enemy = NULL;
1147} 992}
1148
1149 993
1150/* 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.
1151 * 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
1152 * stop. 996 * stop.
1153 */ 997 */
998int
1154int check_pick(object *op) { 999check_pick (object *op)
1000{
1155 object *tmp, *next; 1001 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1002 int stop = 0;
1158 int j, k, wvratio; 1003 int wvratio;
1159 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1160
1161 1005
1162 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1164 return 1; 1008 return 1;
1165 1009
1166 op_tag = op->count;
1167
1168 next = op->below; 1010 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1011
1172 /* 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
1173 * destroyed */ 1013 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1175 { 1015 {
1176 tmp = next; 1016 tmp = next;
1177 next = tmp->below; 1017 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1018
1181 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1182 return 0; 1020 return 0;
1183 1021
1184 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1185 continue; 1023 continue;
1186 1024
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1026 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1028 pick_up (op, tmp);
1191 continue; 1029 continue;
1192 } 1030 }
1193 1031
1194 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1196 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1036 {
1037 case 0:
1197 case 0: return 1; /* don't pick up */ 1038 return 1; /* don't pick up */
1039 case 1:
1198 case 1: pick_up (op, tmp); 1040 pick_up (op, tmp);
1199 return 1; 1041 return 1;
1042 case 2:
1200 case 2: pick_up (op, tmp); 1043 pick_up (op, tmp);
1201 return 0; 1044 return 0;
1045 case 3:
1202 case 3: return 0; /* stop before pickup */ 1046 return 0; /* stop before pickup */
1047 case 4:
1203 case 4: pick_up (op, tmp); 1048 pick_up (op, tmp);
1204 break; 1049 break;
1050 case 5:
1205 case 5: pick_up (op, tmp); 1051 pick_up (op, tmp);
1206 stop = 1; 1052 stop = 1;
1207 break; 1053 break;
1208 case 6: 1054 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1056 pick_up (op, tmp);
1212 break; 1057 break;
1213 1058
1214 case 7: 1059 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1061 pick_up (op, tmp);
1217 break; 1062 break;
1218 1063
1219 default: 1064 default:
1220 /* use value density */ 1065 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1068 pick_up (op, tmp);
1226 } 1069 }
1227 } 1070 }
1228 else { /* old model */ 1071 else
1072 { /* old model */
1229 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 { 1075 {
1250 sprintf(tmpstr,"%d ",k*32+j); 1076 /* some debugging code to figure out item information */
1251 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);
1252 } 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 }
1253 } 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 }
1254 } 1301 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 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);
1257#if 0 1323#if 0
1258 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1260 { 1326 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1328 }
1263 { 1329 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1265 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1333#endif
1270 } 1334 continue;
1271 /* philosophy: 1335 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1336 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1337 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1338 }
1431 } /* the new pickup model */ 1339
1432 }
1433 return ! stop; 1340 return !stop;
1434} 1341}
1435 1342
1436/* 1343/*
1437 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1346 * found object is returned.
1440 */ 1347 */
1348object *
1441object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1442{ 1350{
1443 object *tmp = NULL; 1351 object *tmp = 0;
1444 1352
1445 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1450 return op; 1357 return op;
1358
1451 return tmp; 1359 return tmp;
1452} 1360}
1453 1361
1454/* 1362/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1367 */
1460 1368object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1370{
1463 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1465 1373
1466 if (!type) 1374 if (!type)
1467 return NULL; 1375 return NULL;
1468 1376
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380 {
1472 i = 0; 1381 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1383 if (i > betterby)
1384 {
1475 tmp = ntmp; 1385 tmp = ntmp;
1476 betterby = i; 1386 betterby = i;
1477 } 1387 }
1388 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1479 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1393 {
1482 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1395 {
1483 *better = 100; 1396 *better = 100;
1484 return arrow; 1397 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1398 }
1489 } else { 1399 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1400 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1401 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1403 }
1506 } 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 }
1507 } 1427 }
1428 }
1508 } 1429 }
1509 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1431 return find_arrow (op, type);
1511 1432
1512 *better = betterby; 1433 *better = betterby;
1513 return tmp; 1434 return tmp;
1514} 1435}
1515 1436
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1439 * op = the shooter
1519 * type = bow->race 1440 * type = bow->race
1520 * dir = fire direction 1441 * dir = fire direction
1521 */ 1442 */
1522 1443object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1524{ 1445{
1525 object *tmp = NULL; 1446 object *tmp = NULL;
1526 mapstruct *m; 1447 maptile *m;
1527 int i, mflags, found, number; 1448 int i, mflags, found, number;
1528 sint16 x, y; 1449 sint16 x, y;
1529 1450
1530 if (op->map == NULL) 1451 if (op->map == NULL)
1531 return find_arrow(op, type); 1452 return find_arrow (op, type);
1532 1453
1533 /* do a dex check */ 1454 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1457 return find_arrow (op, type);
1537 1458
1538 m = op->map; 1459 m = op->map;
1539 x = op->x; 1460 x = op->x;
1540 y = op->y; 1461 y = op->y;
1541 1462
1542 /* find the first target */ 1463 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1544 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1548 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)
1549 break; 1491 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1492 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1493 }
1567 if (tmp == NULL) 1494 if (tmp == NULL)
1568 return find_arrow(op, type); 1495 return find_arrow (op, type);
1569 1496
1570 if (tmp->head) 1497 if (tmp->head)
1571 tmp = tmp->head; 1498 tmp = tmp->head;
1572 1499
1573 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1574} 1501}
1575 1502
1576/* 1503/*
1577 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1508 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1511 * player fire modes.
1585 */ 1512 */
1513int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1515{
1589 object *left, *bow; 1516 object *left, *bow;
1590 tag_t left_tag, tag; 1517 int mflags;
1591 int bowspeed, mflags; 1518 maptile *m;
1592 mapstruct *m;
1593 1519
1594 if (!dir) { 1520 if (!dir)
1521 {
1595 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!");
1596 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1597 } 1529 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1533 */
1605 if(bow->type==BOW) 1534 if (bow->type == BOW)
1606 break; 1535 break;
1607 1536
1608 if (!bow) { 1537 if (!bow)
1538 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1540 return 0;
1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1611 } 1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1612 } 1550 }
1551
1613 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1614 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);
1615 return 0; 1555 return 0;
1616 } 1556 }
1617 1557
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1628 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1565 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1634 return 0; 1568 return 0;
1635 } 1569 }
1636 } 1570 }
1571
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1574 return 0;
1640 } 1575
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1642 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.");
1643 return 0; 1579 return 0;
1644 } 1580 }
1645 1581
1646 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1584 {
1649 free_object(arrow); 1585 arrow->destroy ();
1650 return 0; 1586 return 0;
1651 } 1587 }
1652 1588
1653 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1657 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);
1658 return 0; 1594 return 0;
1659 } 1595 }
1660 set_owner(arrow, op); 1596
1597 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1599 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1600
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 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 */
1674 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1676 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1678 1607
1679 /* Note that this was different for monsters - they got their level 1608#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1681 */
1682 1610 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1625 /* update the speed */
1688 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
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1692 1628
1693 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1697 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1698 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1709 arrow->level = op->level; 1646 arrow->level = op->level;
1710 } 1647 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1648
1712 arrow->attacktype |= bow->attacktype; 1649 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1650 arrow->slaying = bow->slaying;
1715 1651
1716 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);
1717 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1661
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1721 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1664
1724 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1666 move_arrow (arrow);
1726 1667
1727 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1730 else 1672 else
1731 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1732 } 1674 }
1675
1733 return 1; 1676 return 1;
1734} 1677}
1735 1678
1736/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1680 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1684 * hence the function name.
1742 */ 1685 */
1686int
1743int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1744{ 1688{
1745 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1746 1690
1747 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1692 {
1749 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);
1750 dir, 0, op->x, op->y); 1694 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1698 wcmod = -1;
1699
1754 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);
1755 op->x, op->y); 1701 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1761 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);
1762 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);
1763 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);
1764 1713 }
1765 } else { 1714 else
1715 {
1766 /* Simple case */ 1716 /* Simple case */
1767 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);
1768 } 1718 }
1719
1769 return ret; 1720 return ret;
1770} 1721}
1771
1772 1722
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1775 */ 1725 */
1726void
1776void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1777{ 1728{
1778 object *item; 1729 object *item = op->contr->ranged_ob;
1779 1730
1780 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1781 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.");
1782 return; 1734 return;
1783 } 1735 }
1784 1736
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1737 if (!item->inv)
1738 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1740 return;
1789 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1790 if (item->type == WAND) { 1746 if (item->type == WAND)
1747 {
1791 if(item->stats.food<=0) { 1748 if (item->stats.food <= 0)
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1793 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
1794 return; 1753 return;
1795 } 1754 }
1755 }
1796 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1797 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))
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1799 if (item->type== ROD) 1762 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "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));
1802 else 1764 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1766
1805 return; 1767 return;
1806 } 1768 }
1807 } 1769 }
1808 1770
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1810 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 */
1811 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1812 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1777 {
1813 object *tmp; 1778 object *tmp;
1779
1814 if (item->arch) { 1780 if (item->arch)
1781 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1817 item->speed = 0; 1784 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1785 }
1786
1820 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1789 }
1823 } 1790 }
1824 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1792 drain_rod_charge (item);
1826 }
1827 } 1793 }
1828} 1794}
1829 1795
1830/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1831 */ 1797 */
1798bool
1832void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1833 int spellcost=0; 1801 int spellcost = 0;
1834 1802
1835 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1837 1806
1838 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1839 case range_none:
1840 return;
1841 1808
1842 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:
1843 player_fire_bow(op, dir); 1831 player_fire_bow (op, dir);
1844 return; 1832 break;
1845 1833
1846 case range_magic: /* Casting spells */ 1834 case SPELL:
1847 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);
1848 return; 1836 break;
1849 1837
1850 case range_misc: 1838 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1875 return; 1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1876 default: 1846 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1847 fire_misc_object (op, dir);
1878 return; 1848 break;
1879 } 1849 }
1880}
1881 1850
1882 1851 return true;
1852}
1883 1853
1884/* find_key 1854/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1859 * pl is the player,
1890 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1893 */ 1863 */
1894 1864object *
1895object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1896{ 1866{
1897 object *tmp,*key; 1867 object *tmp, *key;
1898 1868
1899 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1901 1872
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1905 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1907 */ 1880 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1882 break;
1910 } 1883 }
1884
1911 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1888 * a key, return
1915 */ 1889 */
1916 if (!tmp) { 1890 if (!tmp)
1891 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1918 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1921 } 1899 }
1922 } 1900 }
1901
1902 if (!tmp)
1923 if (!tmp) return NULL; 1903 return NULL;
1924 } 1904 }
1905
1925 /* 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,
1926 * see if we actually want to use it 1907 * see if we actually want to use it
1927 */ 1908 */
1928 if (pl!=container) { 1909 if (pl != container)
1910 {
1929 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1931 /* cases where this fails: 1914 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1916 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1935 * containers can be used. 1918 * containers can be used.
1936 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1940 * 1923 *
1941 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1942 * all the others. 1925 * all the others.
1943 */ 1926 */
1944 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1930 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1933 return NULL;
1953 } 1934 }
1954 } 1935 }
1936
1955 return tmp; 1937 return tmp;
1956} 1938}
1957 1939
1958/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1961 * 0 otherwise 1943 * 0 otherwise
1962 */ 1944 */
1945static int
1963static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1964{ 1947{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1969 */ 1951 */
1970 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1971 1953
1972 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1973 if (key) { 1955 if (key)
1956 {
1974 object *container=key->env; 1957 object *container = key->env;
1975 1958
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1978 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
1979 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1980 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 */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1984 "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);
1985 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1971 }
1972
1987 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
1990 if (container != op) 1976 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
1992 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
1993 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
1994 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
1995 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...");
1996 return 1; 1985 return 1;
1997 } 1986 }
1987
1998 return 0; 1988 return 0;
1999} 1989}
2000 1990
2001/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2006 */ 1996 */
2007 1997bool
2008void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2009{ 1999{
2010 object *tmp, *mon;
2011 sint16 nx, ny;
2012 int on_battleground; 2000 int on_battleground;
2013 mapstruct *m;
2014 2001
2015 nx=freearr_x[dir]+op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2017 2004
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2019 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
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2024 * 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
2025 * 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
2026 * 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
2027 * move_ob uses. 2023 * move_ob uses.
2028 */ 2024 */
2029 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);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 2026
2041 mon = NULL;
2042 /* 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
2043 * 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.
2044 * 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
2045 * 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))
2046 */ 2050 {
2047 while (tmp!=NULL) { 2051 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 2052 return true;
2049 tmp=tmp->above; 2053 }
2050 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);
2051 } 2112 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2113 else
2053 mon = tmp; 2114 op->statusmsg ("You withhold your attack");
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 2115
2064 if(mon->head != NULL) 2116 if (op->contr->tmp_invis || op->hide)
2065 mon = mon->head; 2117 make_visible (op);
2066 2118
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2119 return true;
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 { 2120 }
2095 /* If we're braced, we don't want to switch places with it */ 2121 }
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2128 * 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.
2129 */ 2124 */
2130 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
2131 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2133 } 2133 make_visible (op);
2134 2134
2135 return true;
2136 }
2137 }
2135 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2136 * 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
2137 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2138 * 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
2139 * 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.
2140 */ 2143 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2146 {
2145 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2148 {
2173 } /* if player should attack something */ 2149 --op->contr->weapon_sp_left;
2174}
2175 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
2176int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2177 int pick; 2166 int pick;
2178 2167
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 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;
2220} 2214}
2221 2215
2222/* 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
2223 * new client/server stuff. 2217 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2219 * the new speed values for commands.
2226 * 2220 *
2227 * 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.
2228 */ 2224 */
2225bool
2229int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2230{ 2227{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 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;
2248 flee_player(op); 2233 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2234
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2235 return true;
2253 } 2236 }
2237 else
2238 return false;
2254 } 2239 }
2255 2240
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* 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
2269 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2243 * called, so we recheck it here.
2271 */ 2244 */
2272 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2246 return true;
2274 2247
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2250
2285 else return 0; 2251 return false;
2286 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2258 return 0;
2288}
2289 2259
2290int save_life(object *op) { 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 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));
2292 2265
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy ();
2293 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 ();
2294 return 0; 2279 return 1;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2300 "Your %s vibrates violently, then evaporates.",
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 } 2280 }
2281
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2285 return 0;
2318} 2286}
2319 2287
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2291 * from.
2324 */ 2292 */
2293static void
2325void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2326{ 2295{
2327 object *next;
2328
2329 while (op) { 2296 while (op)
2297 {
2330 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' */
2331 * we remove object 'op' 2299
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2301 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2304
2305 op->insert_at (env);
2340 } 2306 }
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2342 op=next; 2310 op = next;
2343 } 2311 }
2344} 2312}
2345 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2346 2320
2347/* 2321/*
2348 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2353 */ 2327 */
2328char *
2354char *gravestone_text (object *op) 2329gravestone_text (object *op)
2355{ 2330{
2356 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2333 time_t now = time (NULL);
2359 2334
2360 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2338 else
2364 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2342 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2368 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);
2369 else 2345 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2349 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2354 strcat (buf2, buf);
2377 } 2355 }
2356
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2381 return buf2; 2361 return buf2;
2382} 2362}
2383 2363
2384 2364void
2385
2386void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2387 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2390 int i; 2370 int i;
2391 int rate_hp = 1200; 2371 int rate_hp = 1200;
2392 int rate_sp = 2500; 2372 int rate_sp = 2500;
2393 int rate_grace = 2000; 2373 int rate_grace = 2000;
2394 const int max_hp = 1; 2374 const int max_hp = 1;
2395 const int max_sp = 1; 2375 const int max_sp = 1;
2396 const int max_grace = 1; 2376 const int max_grace = 1;
2397 2377
2398 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2400 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2402 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--;
2403 } 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 }
2404 2396
2405 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2406 2398 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2401 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2403 else
2404 {
2412 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2407 }
2408
2415 if(op->contr->gen_sp >= 0 ) 2409 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2411 else
2412 {
2418 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2415 }
2416
2421 if(op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2419 else
2420 {
2424 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 } 2423 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) {
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--;
2450 if(op->stats.sp>op->stats.maxsp)
2451 op->stats.sp=op->stats.maxsp;
2452 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461 2424
2462 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2463 /* 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. */
2464 if(--op->last_grace<0) { 2427 if (--op->last_grace < 0)
2428 {
2465 if(op->stats.grace<op->stats.maxgrace/2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2467 if(max_grace>1) { 2432 if (max_grace > 1)
2433 {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2469 if (over_grace > 0) { 2435 if (over_grace > 0)
2436 {
2470 op->stats.sp += over_grace 2437 op->stats.sp += over_grace
2471 + (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;
2472 op->last_grace=0; 2439 op->last_grace = 0;
2440 }
2473 } else { 2441 else
2442 {
2474 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 }
2475 } 2445 }
2476 } else { 2446 else
2447 {
2477 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);
2478 } 2449 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2480 }
2481
2482 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) {
2484 if(op->stats.hp<op->stats.maxhp) {
2485 op->stats.hp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488 op->stats.food--;
2489 if(op->contr->digestion<0)
2490 op->stats.food+=op->contr->digestion;
2491 else if(op->contr->digestion>0 &&
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food;
2494 } 2451 }
2452
2453 if (op->stats.food > 0)
2495 } 2454 {
2496 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 {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2498 if (over_hp > 0) { 2524 if (over_hp > 0)
2499 op->stats.sp += over_hp 2525 {
2500 + (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;
2501 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 }
2502 } else { 2532 else
2503 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);
2504 } 2534 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 } 2535 }
2508 }
2509 2536
2510 /* Digestion */ 2537 /* Digestion */
2511 if(--op->last_eat<0) { 2538 if (--op->last_eat < 0)
2512#ifdef COZY_SERVER 2539 {
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2540 int bonus = max (0, op->contr->digestion),
2514 int bonus=dg>0?dg:0, 2541 penalty = max (0, -op->contr->digestion);
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2542
2521 if(op->contr->gen_hp > 0)
2522 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);
2523 else 2544
2524 op->last_eat=25*(1+bonus)/(penalty +1);
2525 /* dms do not consume food */ 2545 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2547 op->stats.food--;
2528 } 2548 }
2529 2549
2530 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 {
2531 object *tmp, *flesh=NULL; 2552 object *tmp, *flesh = 0;
2532 2553
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2536 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.");
2537 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2563 break;
2540 } 2564 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2566 flesh = tmp;
2542 } /* End if paid for object */ 2567 } /* End if paid for object */
2543 } /* end of for loop */ 2568 } /* end of for loop */
2569
2544 /* 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
2545 * eat flesh instead. 2571 * eat flesh instead.
2546 */ 2572 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2548 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.");
2549 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2550 } 2581 {
2551 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2552 2585
2553 while(op->stats.food<0&&op->stats.hp>0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2554 op->stats.food++,op->stats.hp--;
2555
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2557 kill_player(op); 2587 kill_player (op);
2588 }
2558} 2589}
2559
2560
2561 2590
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2594 * file.
2566 */ 2595 */
2596void
2567void kill_player(object *op) 2597kill_player (object *op)
2568{ 2598{
2599 int x, y;
2569 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2570 int x,y,i;
2571 mapstruct *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2572 int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat;
2577 int will_kill_again; 2602 int will_kill_again;
2578 archetype *at; 2603 archetype *at;
2579 object *tmp; 2604 object *tmp;
2580 2605
2581 if(save_life(op)) 2606 if (save_life (op))
2582 return; 2607 return;
2583 2608
2584
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2612 */
2589 if (op_on_battleground(op, &x, &y)) { 2613 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2614 {
2591 "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 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...");
2593 "Local medics have saved your life..."); 2617
2594
2595 /* restore player */ 2618 /* restore player */
2596 at = find_archetype("poisoning"); 2619 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2621 {
2599 remove_ob(tmp); 2622 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2628 {
2603 2629 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2631 }
2611 2632
2612 cure_disease(op,0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2635 if (op->stats.food <= 0)
2615 2636 op->stats.food = 999;
2637
2616 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 {
2620 sprintf(buf,"%s's finger", &op->name);
2621 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level),
2625 op->contr->killer);
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 } 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);
2632 2650 }
2651
2633 /* teleport defeated player to new destination*/ 2652 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2654 op->contr->braced = 0;
2636 return; 2655 return;
2637 } 2656 }
2638 2657
2639 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2640 2659
2641 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2642 2661
2643 if(op->stats.food<0) { 2662 if (op->stats.food < 0)
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation"); 2663 strcpy (op->contr->killer, "starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2664 /* save the map location for corpse, gravestone*/ 2667 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2666 2671
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2675 */
2673 2676
2674 /* Basically two ways to go - remove a stat permanently, or just 2677 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2678 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2679 * of death.
2677 */ 2680 */
2678#ifndef COZY_SERVER 2681#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2682 if (settings.balanced_stat_loss)
2683 {
2680 /* If stat loss is permanent, lose one stat only. */ 2684 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2686 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2687 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2688 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2689 little bit harder. */
2686 /* GD */ 2690 /* GD */
2687 if (settings.stat_loss_on_death) 2691 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2692 num_stats_lose = 1;
2693 } 2693 else
2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2695 }
2696 else
2697 num_stats_lose = 1;
2698
2694 lost_a_stat = 0; 2699 lost_a_stat = 0;
2695 2700
2696 for (z=0; z<num_stats_lose; z++) { 2701 for (z = 0; z < num_stats_lose; z++)
2702 {
2697 i = RANDOM() % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2698 2704
2699 if (settings.stat_loss_on_death) { 2705 if (settings.stat_loss_on_death)
2706 {
2700 /* 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
2701 * what he lost. 2708 * what he lost.
2702 */ 2709 */
2703 change_attr_value(&(op->stats), i,-1); 2710 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2711 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2713 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2715 lost_a_stat = 1;
2709 } else { 2716 }
2717 else
2718 {
2710 /* deplete a stat */ 2719 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2721 object *dep;
2722
2723 dep = present_arch_in_ob (deparch, op);
2724 if (!dep)
2713 2725 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2726 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2727 insert_ob_in_ob (dep, op);
2718 } 2728 }
2719 lose_this_stat = 1; 2729 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2730 if (settings.balanced_stat_loss)
2731 {
2721 /* GD */ 2732 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2733 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2734 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2735 if (this_stat < 0)
2736 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2738 int keep_chance = this_stat * this_stat;
2739
2727 /* Yes, I am paranoid. Sue me. */ 2740 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2741 if (keep_chance < 1)
2729 keep_chance = 1; 2742 keep_chance = 1;
2730 2743
2731 /* There is a maximum depletion total per level. */ 2744 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2746 {
2733 lose_this_stat = 0; 2747 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2748 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2749 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2750 }
2745 } 2751 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2752 {
2755 if (this_stat>=-50) { 2753 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 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"); */
2761 } 2758 }
2762 } 2759 }
2763 } 2760 }
2764 } 2761
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2762 if (lose_this_stat)
2767 { 2763 {
2768 /* determine_god() seems to not work sometimes... why is this? 2764 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2765 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2766 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2767 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2768 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2769 * difference.
2774 " you.", god); 2770 */
2771 if (this_stat >= -50)
2775 else 2772 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2773 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.");
2779#endif 2796#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2797
2783 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2799 * exp loss on the stone.
2785 */ 2800 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2802 sprintf (buf, "%s's gravestone", &op->name);
2803 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2804 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2805 tmp->name_pl = buf;
2790 "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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2807 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2810
2798 /**************************************/ 2811 /**************************************/
2799 /* */ 2812 /* */
2800 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2803 /* */ 2816 /* */
2804 /**************************************/ 2817 /**************************************/
2805 2818
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2820 /* restore player */
2808 at = find_archetype("poisoning"); 2821 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2823
2811 remove_ob(tmp); 2824 if (tmp)
2812 free_object(tmp); 2825 {
2826 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2828 }
2815 2829
2816 at = find_archetype("confusion"); 2830 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2832 if (tmp)
2819 remove_ob(tmp); 2833 {
2820 free_object(tmp); 2834 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2836 }
2837
2823 cure_disease(op,0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2824 2839
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2841 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2847
2832 /* 2848 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2850 * and put them back in the map.
2835 * in the map. 2851 */
2836 */ 2852 op->drop_unpaid_items ();
2837 2853
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2854 /****************************************/
2842 /* */ 2855 /* */
2843 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2845 /* */ 2858 /* */
2846 /****************************************/ 2859 /****************************************/
2847 2860
2848 enter_player_savebed(op); 2861 enter_player_savebed (op);
2849 2862
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2863 op->contr->braced = 0;
2854 save_player(op,1);
2855 2864
2856 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2868 * on the space that might harm the player.
2860 */ 2869 */
2861 will_kill_again=0; 2870 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
2865 } 2874
2866 if (will_kill_again) { 2875 if (will_kill_again)
2876 {
2867 object *force; 2877 object *force;
2868 int at; 2878 int at;
2869 2879
2870 force=get_archetype(FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2882 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2883 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2885 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2877 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);
2878 } 2924 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2925 else
2937 delete_character(op->name,1); 2926 tmp->destroy ();
2938 } 2927 }
2939 } 2928 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2930 }
2981} 2931}
2982 2932
2983/* 2933/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2936 * was changed.
2987 */ 2937 */
2988 2938void
2989void fix_weight(void) { 2939fix_weight (void)
2990 player *pl; 2940{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
2942 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2944
2993 if(old == sum) 2945 if (old == sum)
2994 continue; 2946 continue;
2995 fix_player(pl->ob); 2947 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2949 }
2999} 2950}
3000 2951
2952void
3001void fix_luck(void) { 2953fix_luck (void)
3002 player *pl; 2954{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2955 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2957 pl->ob->change_luck (0);
3006} 2958}
3007
3008 2959
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3012 */ 2963 */
3013
3014void 2964void
3015cast_dust (object * op, object * throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3016{ 2966{
3017 object *skop, *spob; 2967 object *skop, *spob;
3018 2968
3019 skop = find_skill_by_name (op, throw_ob->skill); 2969 skop = find_skill_by_name (op, throw_ob->skill);
3020 2970
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2971 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2972 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2973 {
3024 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);
3025 &op->name);
3026 return; 2975 return;
3027 } 2976 }
3028 2977
3029 spob = throw_ob->inv; 2978 spob = throw_ob->inv;
3030 2979
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 2982 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2983 if (!spob)
3035 { 2984 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 2986 return;
3039 } 2987 }
3040 2988
3041 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3042 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);
3043 2991
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2993
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2995}
3050 2996
2997void
3051void make_visible (object *op) { 2998make_visible (object *op)
2999{
3052 op->hide = 0; 3000 op->hide = 0;
3053 op->invisible = 0; 3001 op->invisible = 0;
3002
3054 if(op->type==PLAYER) { 3003 if (op->type == PLAYER)
3004 {
3055 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3057 } 3007 }
3008
3058 update_object(op,UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3059} 3010}
3060 3011
3012int
3061int is_true_undead(object *op) { 3013is_true_undead (object *op)
3062 object *tmp=NULL; 3014{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3016 return 1;
3065 3017
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3018 return 0;
3071} 3019}
3072 3020
3073/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3023 * indicate greater hideability.
3076 */ 3024 */
3077 3025int
3078int hideability(object *ob) { 3026hideability (object *ob)
3027{
3079 int i,level=0, mflag; 3028 int i, level = 0, mflag;
3080 sint16 x,y; 3029 sint16 x, y;
3081 3030
3082 if(!ob||!ob->map) return 0; 3031 if (!ob || !ob->map)
3032 return 0;
3083 3033
3084 /* so, on normal lighted maps, its hard to hide */ 3034 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3035 level = ob->map->darkness - 2;
3086 3036
3087 /* this also picks up whether the object is glowing. 3037 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3039 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3040 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness));
3091 3042
3092 /* scan through all nearby squares for terrain to hide in */ 3043 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3047 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue;
3050 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3052 level += 2;
3098 else /* open terrain! */ 3053 else /* open terrain! */
3099 level -= 1; 3054 level -= 1;
3100 } 3055 }
3101 3056
3102#if 0 3057#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3058 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3059#endif
3105 return level; 3060 return level;
3106} 3061}
3107 3062
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3067 */
3113 3068void
3114void do_hidden_move (object *op) { 3069do_hidden_move (object *op)
3070{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3072 object *skop;
3117 3073
3118 if(!op || !op->map) return; 3074 if (!op || !op->map)
3075 return;
3119 3076
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3078
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3080 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3081 if (!skop || num >= skop->level)
3082 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3084 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3085 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3100 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3102}
3142 3103
3143/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3144 3105
3106int
3145int stand_near_hostile( object *who ) { 3107stand_near_hostile (object *who)
3108{
3146 object *tmp=NULL; 3109 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3110 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3111 maptile *m;
3149 sint16 x,y; 3112 sint16 x, y;
3150 3113
3151 if(!who) return 0; 3114 if (!who)
3115 return 0;
3152 3116
3153 if(who->type==PLAYER) player=1; 3117 if (who->type == PLAYER)
3118 player = 1;
3119
3120 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3122
3156 /* search adjacent squares */ 3123 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3124 for (i = 1; i < 9; i++)
3125 {
3158 x = who->x+freearr_x[i]; 3126 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3127 y = who->y + freearr_y[i];
3160 m = who->map; 3128 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3129 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3130 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3131 * blocked, don't need to check this space.
3164 */ 3132 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3133 if (mflags & P_OUT_OF_MAP)
3134 continue;
3166 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)))
3167 3136 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3137
3169 if((player||friendly) 3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 {
3170 &&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)
3171 return 1; 3146 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3147 }
3178 } 3148 }
3179 } 3149 }
3180 return 0; 3150 return 0;
3181} 3151}
3182 3152
3183/* check the player los field for viewability of the 3153/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 3163 * -b.t.
3194 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3195 */ 3165 */
3196 3166int
3197int player_can_view (object *pl,object *op) { 3167player_can_view (object *pl, object *op)
3168{
3198 rv_vector rv; 3169 rv_vector rv;
3199 int dx,dy; 3170 int dx, dy;
3200 3171
3201 if(pl->type!=PLAYER) { 3172 if (pl->type != PLAYER)
3173 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3175 return -1;
3204 } 3176 }
3205 if (!pl || !op) return 0;
3206 3177
3207 if(op->head) { op = op->head; } 3178 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 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;
3231} 3209}
3232 3210
3233/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3213 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3214 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3215 * return 0.
3238 */ 3216 */
3217int
3239int action_makes_visible (object *op) { 3218action_makes_visible (object *op)
3240 3219{
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3223 return 0;
3244 3224
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3246 3227
3247 /* If monsters, they should become visible */ 3228 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3249 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");
3250 return 1; 3232 return 1;
3251 } 3233 }
3252 } 3234 }
3235
3253 return 0; 3236 return 0;
3254} 3237}
3255 3238
3256/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3241 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3242 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 3246 */
3247int
3264int op_on_battleground (object *op, int *x, int *y) { 3248op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3249{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3259 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3261 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3265 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp; 3267 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3269 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3271 {
3284 if (x != NULL && y != NULL) 3272 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3286 return 1; 3275 return 1;
3276 }
3287 } 3277 }
3288 } 3278 }
3289 } 3279
3290 if (x != NULL && y != NULL) 3280 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3292 return 1; 3283 return 1;
3284 }
3293 } 3285 }
3294 }
3295 } 3286 }
3287
3296 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3297 return 0; 3289 return 0;
3298} 3290}
3299 3291
3300/* 3292/*
3304 * attributes: 3296 * attributes:
3305 * object *who the dragon player 3297 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3298 * int atnr the attack-number of the ability focus
3307 * int level ability level 3299 * int level ability level
3308 */ 3300 */
3301void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3302dragon_ability_gain (object *who, int atnr, int level)
3303{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3304 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3305 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3306 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3307 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3309 int i = 0, j = 0;
3316 3310
3317 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3320
3327 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))
3328 return; 3338 return;
3329 3339
3330 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);
3331 tr = tr->next, i++); 3341 do_learn_spell (who, item, 0);
3332 3342 return;
3333 if (tr == NULL || tr->item == NULL) { 3343 }
3334 /* 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))
3335 return; 3354 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3355 if (item->invisible)
3356 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3358 do_learn_spell (who, item->inv, 0);
3361 return; 3359 return;
3362 } 3360 }
3363 } 3361 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3362 else if (item->type == SKILL_TOOL && item->invisible)
3363 {
3365 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 {
3366 3366
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3371 */ 3371 */
3372 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype))
3373 {
3373 /* Give new attacktype */ 3374 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3375 skop->attacktype |= item->attacktype;
3375 3376
3376 /* always add physical if there's none */ 3377 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3378 skop->attacktype |= AT_PHYSICAL;
3378 3379
3379 if (item->msg != NULL) 3380 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3381 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3382
3382 /* Give player new face */ 3383 /* Give player new face */
3383 if (item->animation_id) { 3384 if (item->animation_id)
3385 {
3384 who->face = skop->face; 3386 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3387 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3388 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3389 who->last_anim = 0;
3388 who->state = 0; 3390 who->state = 0;
3389 animate_object(who, who->direction); 3391 animate_object (who, who->direction);
3390 } 3392 }
3391 } 3393 }
3392 } 3394 }
3393 } 3395 }
3394 else if (item->type == FORCE) { 3396 else if (item->type == FORCE)
3397 {
3395 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3399 object *skin;
3400
3397 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3398 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)
3399 skin=skin->below); 3403 ;
3400 if (skin == NULL) return; 3404
3401 3405 if (!skin)
3406 return;
3407
3402 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3410 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3411 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3412
3406 /* print message */ 3413 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3414 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3415 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3416 {
3409 if(item->path_attuned & (1<<i)) { 3417 if (item->path_attuned & (1 << i))
3418 {
3410 if (j) 3419 if (j)
3411 strcat(buf," and "); 3420 strcat (buf, " and ");
3412 else 3421 else
3413 j = 1; 3422 j = 1;
3414 strcat(buf, spellpathnames[i]); 3423 strcat (buf, spellpathnames[i]);
3415 } 3424 }
3416 } 3425 }
3417 strcat(buf,"."); 3426 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3428 }
3420 3429
3421 /* evtl. adding flags: */ 3430 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3431 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3432 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3433 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3434 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3436 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3437
3429 /* print message if there is one */ 3438 /* print message if there is one */
3430 if (item->msg != NULL) 3439 if (item->msg != NULL)
3431 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
3432 } 3443 {
3433 else {
3434 /* generate misc. treasure */ 3444 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3445 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3449 esrv_send_item (who, tmp);
3440 } 3450 }
3441} 3451}
3442 3452
3443/** 3453/**
3444 * 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
3445 * not readied. 3455 * not readied.
3446 */ 3456 */
3457void
3447void player_unready_range_ob(player *pl, object *ob) { 3458player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3449 3462
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3463 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3464 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3465
3453 if (pl->shoottype == i) { 3466 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3467 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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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