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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 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 p->clear ();
233 302
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{
234 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 337 * we deal with that below this point.
236 */ 338 */
237 p->party = NULL; 339 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 340 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 342
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
248 344
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 345 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 346 bowtype = bow_normal;
266 p->petmode = pet_normal; 347 petmode = pet_normal;
267 p->listening = 10; 348 listening = 10;
268 p->usekeys = containers; 349 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 351 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 352
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 353 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 354 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 355}
278 356
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 357void
358player::do_destroy ()
359{
360 disconnect ();
280 361
281 /* we need to clear these to -1 and not zero - otherwise, 362 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 363
283 * send new values to the client, as things like exp start 364 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 365 {
291 for (i = 0; i < NROFATTACKS; i++) 366 ob->destroy_inv (false);
367 ob->destroy ();
292 { 368 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 369
298 p->socket.update_look = 0; 370 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 371}
302 372
303/* This loads the first map an puts the player on it. */ 373player::~player ()
304static void set_first_map(object *op)
305{ 374{
306 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
307 op->x = -1; 376 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 377}
311 378
312/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
313 * 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
314 * mode. 381 * mode.
315 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
316 387
317int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 389
320 p=get_player(NULL); 390 pl->ob->roll_stats ();
321 p->socket = *ns; 391 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 393
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 394 set_first_map (pl->ob);
332 395
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 396 return pl;
340} 397}
341 398
342/* 399/*
343 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
346 */ 403 */
404archetype *
347archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
348{ 406{
349 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
350 for (;;) { 409 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 410 {
362} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
363 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
364 420
421object *
365object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
366 object *op = NULL; 424 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 425 objectlink *ol;
369 unsigned lastdist; 426 unsigned lastdist;
370 rv_vector rv; 427 rv_vector rv;
371 428
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 430 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 432 continue;
399 433
400 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
401 op=ol->ob; 436 op = ol->ob;
402 lastdist=rv.distance; 437 lastdist = rv.distance;
403 } 438 }
404 } 439 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 440
441 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 442 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 443 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 444 {
413 } 445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
414#if 0 449#if 0
415 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)");
416#endif 451#endif
417 return op; 452 return op;
418} 453}
419 454
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 473 * is probably not a good thing.
439 */ 474 */
440#define MAX_SPACES 50 475#define MAX_SPACES 50
441
442 476
443/* 477/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
459 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
460 * 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,
461 * 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
462 * is blocking itself. 496 * is blocking itself.
463 */ 497 */
498int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
465 rv_vector rv; 501 rv_vector rv;
466 sint16 x,y; 502 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
469 505
470 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
471 507
472 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
509 return 0;
473 510
474 x=mon->x; 511 x = mon->x;
475 y=mon->y; 512 y = mon->y;
476 m=mon->map; 513 m = mon->map;
477 dir = rv.direction; 514 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 519 if (diff > max)
520 return 0;
521
482 while (diff >1 && max>0) { 522 while (diff > 1 && max > 0)
523 {
483 lastx = x; 524 lastx = x;
484 lasty = y; 525 lasty = y;
485 lastmap = m; 526 lastmap = m;
486 x = lastx + freearr_x[dir]; 527 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 528 y = lasty + freearr_y[dir];
488 529
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 530 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 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);
491 532
492 /* Space is blocked - try changing direction a little */ 533 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
495 /* recalculate direction from last good location. Possible 537 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 538 * we were not traversing ideal location before.
497 */ 539 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 541 if (rv.direction != dir)
542 {
500 /* OK - says direction should be different - lets reset the 543 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 544 * the values so it will try again.
502 */ 545 */
503 x = lastx; 546 x = lastx;
504 y = lasty; 547 y = lasty;
505 m = lastmap; 548 m = lastmap;
506 dir = firstdir = rv.direction; 549 dir = firstdir = rv.direction;
550 }
507 } else { 551 else
552 {
508 /* direct path is blocked - try taking a side step to 553 /* direct path is blocked - try taking a side step to
509 * either the left or right. 554 * either the left or right.
510 * Note increase the values in the loop below to be 555 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 556 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 557 * bigger detour. Have to be careful about these values getting
513 * 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
514 * stepping back and forth 559 * stepping back and forth
515 */ 560 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 564 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 565 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 566 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 567 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 568 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 569 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 570 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 572 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 573 * the last direction the creature has successfully
527 * moved. 574 * moved.
528 */ 575 */
529 576
530 x = lastx + freearr_x[absdir(lastdir+i)]; 577 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 578 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 579 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 580 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 581 if (mflags & P_OUT_OF_MAP)
582 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 586 if (mflags & P_BLOCKSVIEW)
587 continue;
538 588
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
540 } 591 }
541 /* go through entire loop without finding a valid 592 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 593 * sidestep to take - thus, no valid path.
543 */ 594 */
544 if (i==(DETOUR_AMOUNT+1)) 595 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 596 return 0;
546 diff--; 597 diff--;
547 lastdir=dir; 598 lastdir = dir;
548 max--; 599 max--;
549 if (!firstdir) firstdir = dir+i; 600 if (!firstdir)
601 firstdir = dir + i;
550 } /* else check alternate directions */ 602 } /* else check alternate directions */
551 } /* if blocked */ 603 } /* if blocked */
552 else { 604 else
605 {
553 /* we moved towards creature, so diff is less */ 606 /* we moved towards creature, so diff is less */
554 diff--; 607 diff--;
555 max--; 608 max--;
556 lastdir=dir; 609 lastdir = dir;
610 if (!firstdir)
557 if (!firstdir) firstdir = dir; 611 firstdir = dir;
612 }
613
614 if (diff <= 1)
558 } 615 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 617 * headed toward player for entire distance.
562 */ 618 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 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));
565 } 621 }
566 if (diff>max) return 0; 622
623 if (diff > max)
624 return 0;
567 } 625 }
626
568 /* 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 */
569 if (!max) return 0; 628 if (!max)
629 return 0;
570 630
571 return firstdir; 631 return firstdir;
572} 632}
573 633
634void
574void give_initial_items(object *pl,treasurelist *items) { 635give_initial_items (object *pl, treasurelist * items)
636{
575 object *op,*next=NULL; 637 object *op, *next = NULL;
576 638
577 if(pl->randomitems!=NULL) 639 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 641
580 for (op=pl->inv; op; op=next) { 642 for (op = pl->inv; op; op = next)
643 {
581 next = op->below; 644 next = op->below;
582 645
583 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
584 * 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
585 */ 648 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 650 SET_FLAG (op, FLAG_APPLIED);
588 651
589 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 653 * by this player due to race restrictions
591 */ 654 */
592 if (pl->type == PLAYER) { 655 if (pl->type == PLAYER)
656 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 662 {
603 } 663 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 664 continue;
623 } 665 }
624 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)
625 } 675 {
676 object *tmp;
626 677
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
627 if (op->type == SPELLBOOK && op->inv) { 693 if (op->type == SPELLBOOK && op->inv)
694 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 696 }
630 697
631 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 700 * merged properly.
634 */ 701 */
635 if (need_identify(op)) { 702 if (need_identify (op))
703 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
639 } 709 {
640 if(op->type==SPELL) { 710 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 711 continue;
712 }
713 else if (op->type == SKILL)
644 } 714 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 716 op->stats.exp = 0;
648 op->level = 1; 717 op->level = 1;
649 } 718 }
650 /* lock all 'normal items by default */ 719 /* lock all 'normal items by default */
720 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
653 723
654 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
655 link_player_skills(pl); 725 link_player_skills (pl);
656} 726}
657 727
658void get_name(object *op) { 728void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
731 if (party == NULL) { 731 if (party == NULL)
732 {
732 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);
733 return; 734 return;
734 } 735 }
736
735 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
738 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:");
739} 741}
740
741 742
742/* 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
743int roll_stat(void) { 745roll_stat (void)
746{
744 int a[4],i,j,k; 747 int a[4], i, j, k;
745 748
746 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
748 751
749 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 753 if (a[i] < k)
751 k=a[i],j=i; 754 k = a[i], j = i;
752 755
753 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 757 if (i != j)
755 k+=a[i]; 758 k += a[i];
756 } 759
757 return k; 760 return k;
758} 761}
759 762
760void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
761 int sum=0; 770 int sum = 0;
762 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
764 773
765 do { 774 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 775 break;
767 op->stats.Dex=roll_stat(); 776 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 777
778 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 780
787 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 783
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 784 stats.exp = 0;
818 op->stats.ac=0; 785 stats.ac = 0;
819 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
820 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
823 796
824 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
825 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
829} 829}
830 830
831void Roll_Again(object *op) 831static void
832start_info (object *op)
832{ 833{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
841 835
842 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 840}
950 841
951/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
955 * not the class. 846 * not the class.
956 */ 847 */
957 848void
958int key_change_class(object *op, char key) 849player::chargen_race_done ()
959{ 850{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
974 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
976 860
977 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
978 862
979 if (op->msg) 863 if (ob->msg)
980 op->msg=NULL; 864 ob->msg = 0;
981 865
982 /* 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
983 * to save here. 867 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */ 868 */
1024 869 {
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055}
1056
1057int key_confirm_quit(object *op, char key)
1058{
1059 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1091 next = mp->next; 873 }
1092 if (!strncmp(mp->path, buf, strlen(buf))) 874
1093 delete_map(mp); 875 start_info (ob);
1094 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1095 877 give_initial_items (ob, ob->randomitems);
1096 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)
1097 } 886 {
1098 play_again(op); 887 object *tmp;
1099 return 1; 888 char mapname[MAX_BUF];
1100}
1101 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
1102void flee_player(object *op) { 941flee_player (object *op)
942{
1103 int dir,diff; 943 int dir, diff;
1104 rv_vector rv; 944 rv_vector rv;
1105 945
1106 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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)))
1109 return; 986 return;
1110 } 987 }
1111 988
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 991 op->enemy = NULL;
1146} 992}
1147
1148 993
1149/* 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.
1150 * 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
1151 * stop. 996 * stop.
1152 */ 997 */
998int
1153int check_pick(object *op) { 999check_pick (object *op)
1000{
1154 object *tmp, *next; 1001 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1002 int stop = 0;
1157 int j, k, wvratio; 1003 int wvratio;
1158 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1159
1160 1005
1161 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1163 return 1; 1008 return 1;
1164 1009
1165 op_tag = op->count;
1166
1167 next = op->below; 1010 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1011
1171 /* 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
1172 * destroyed */ 1013 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1174 { 1015 {
1175 tmp = next; 1016 tmp = next;
1176 next = tmp->below; 1017 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1018
1180 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1181 return 0; 1020 return 0;
1182 1021
1183 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1184 continue; 1023 continue;
1185 1024
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1026 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1028 pick_up (op, tmp);
1190 continue; 1029 continue;
1191 } 1030 }
1192 1031
1193 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1195 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1036 {
1037 case 0:
1196 case 0: return 1; /* don't pick up */ 1038 return 1; /* don't pick up */
1039 case 1:
1197 case 1: pick_up (op, tmp); 1040 pick_up (op, tmp);
1198 return 1; 1041 return 1;
1042 case 2:
1199 case 2: pick_up (op, tmp); 1043 pick_up (op, tmp);
1200 return 0; 1044 return 0;
1045 case 3:
1201 case 3: return 0; /* stop before pickup */ 1046 return 0; /* stop before pickup */
1047 case 4:
1202 case 4: pick_up (op, tmp); 1048 pick_up (op, tmp);
1203 break; 1049 break;
1050 case 5:
1204 case 5: pick_up (op, tmp); 1051 pick_up (op, tmp);
1205 stop = 1; 1052 stop = 1;
1206 break; 1053 break;
1207 case 6: 1054 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1056 pick_up (op, tmp);
1211 break; 1057 break;
1212 1058
1213 case 7: 1059 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1061 pick_up (op, tmp);
1216 break; 1062 break;
1217 1063
1218 default: 1064 default:
1219 /* use value density */ 1065 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1068 pick_up (op, tmp);
1225 } 1069 }
1226 } 1070 }
1227 else { /* old model */ 1071 else
1072 { /* old model */
1228 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 { 1075 {
1249 sprintf(tmpstr,"%d ",k*32+j); 1076 /* some debugging code to figure out item information */
1250 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);
1251 } 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 }
1252 } 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 }
1253 } 1301 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 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);
1256#if 0 1323#if 0
1257 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1259 { 1326 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1328 }
1262 { 1329 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1264 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1333#endif
1269 } 1334 continue;
1270 /* philosophy: 1335 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1336 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1337 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1338 }
1430 } /* the new pickup model */ 1339
1431 }
1432 return ! stop; 1340 return !stop;
1433} 1341}
1434 1342
1435/* 1343/*
1436 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1346 * found object is returned.
1439 */ 1347 */
1348object *
1440object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1441{ 1350{
1442 object *tmp = NULL; 1351 object *tmp = 0;
1443 1352
1444 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1449 return op; 1357 return op;
1358
1450 return tmp; 1359 return tmp;
1451} 1360}
1452 1361
1453/* 1362/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1367 */
1459 1368object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1370{
1462 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1464 1373
1465 if (!type) 1374 if (!type)
1466 return NULL; 1375 return NULL;
1467 1376
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380 {
1471 i = 0; 1381 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1383 if (i > betterby)
1384 {
1474 tmp = ntmp; 1385 tmp = ntmp;
1475 betterby = i; 1386 betterby = i;
1476 } 1387 }
1388 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1478 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1393 {
1481 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1395 {
1482 *better = 100; 1396 *better = 100;
1483 return arrow; 1397 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1398 }
1488 } else { 1399 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1400 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1401 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1403 }
1505 } 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 }
1506 } 1427 }
1428 }
1507 } 1429 }
1508 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1431 return find_arrow (op, type);
1510 1432
1511 *better = betterby; 1433 *better = betterby;
1512 return tmp; 1434 return tmp;
1513} 1435}
1514 1436
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1439 * op = the shooter
1518 * type = bow->race 1440 * type = bow->race
1519 * dir = fire direction 1441 * dir = fire direction
1520 */ 1442 */
1521 1443object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1523{ 1445{
1524 object *tmp = NULL; 1446 object *tmp = NULL;
1525 mapstruct *m; 1447 maptile *m;
1526 int i, mflags, found, number; 1448 int i, mflags, found, number;
1527 sint16 x, y; 1449 sint16 x, y;
1528 1450
1529 if (op->map == NULL) 1451 if (op->map == NULL)
1530 return find_arrow(op, type); 1452 return find_arrow (op, type);
1531 1453
1532 /* do a dex check */ 1454 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1457 return find_arrow (op, type);
1536 1458
1537 m = op->map; 1459 m = op->map;
1538 x = op->x; 1460 x = op->x;
1539 y = op->y; 1461 y = op->y;
1540 1462
1541 /* find the first target */ 1463 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1543 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1547 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)
1548 break; 1491 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1492 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1493 }
1566 if (tmp == NULL) 1494 if (tmp == NULL)
1567 return find_arrow(op, type); 1495 return find_arrow (op, type);
1568 1496
1569 if (tmp->head) 1497 if (tmp->head)
1570 tmp = tmp->head; 1498 tmp = tmp->head;
1571 1499
1572 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1573} 1501}
1574 1502
1575/* 1503/*
1576 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1508 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1511 * player fire modes.
1584 */ 1512 */
1513int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1515{
1588 object *left, *bow; 1516 object *left, *bow;
1589 tag_t left_tag, tag; 1517 int mflags;
1590 int bowspeed, mflags; 1518 maptile *m;
1591 mapstruct *m;
1592 1519
1593 if (!dir) { 1520 if (!dir)
1521 {
1594 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!");
1595 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1596 } 1529 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1533 */
1604 if(bow->type==BOW) 1534 if (bow->type == BOW)
1605 break; 1535 break;
1606 1536
1607 if (!bow) { 1537 if (!bow)
1538 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1540 return 0;
1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1610 } 1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1611 } 1550 }
1551
1612 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1613 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);
1614 return 0; 1555 return 0;
1615 } 1556 }
1616 1557
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1627 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1565 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1633 return 0; 1568 return 0;
1634 } 1569 }
1635 } 1570 }
1571
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1574 return 0;
1639 } 1575
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1641 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.");
1642 return 0; 1579 return 0;
1643 } 1580 }
1644 1581
1645 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1584 {
1648 free_object(arrow); 1585 arrow->destroy ();
1649 return 0; 1586 return 0;
1650 } 1587 }
1651 1588
1652 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1656 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);
1657 return 0; 1594 return 0;
1658 } 1595 }
1659 set_owner(arrow, op); 1596
1597 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1599 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1600
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 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 */
1673 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1675 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1677 1607
1678 /* Note that this was different for monsters - they got their level 1608#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1680 */
1681 1610 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1625 /* update the speed */
1687 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
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1691 1628
1692 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1696 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1697 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1708 arrow->level = op->level; 1646 arrow->level = op->level;
1709 } 1647 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1648
1711 arrow->attacktype |= bow->attacktype; 1649 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1650 arrow->slaying = bow->slaying;
1714 1651
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1661
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1720 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1664
1723 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1666 move_arrow (arrow);
1725 1667
1726 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1729 else 1672 else
1730 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1731 } 1674 }
1675
1732 return 1; 1676 return 1;
1733} 1677}
1734 1678
1735/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1680 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1684 * hence the function name.
1741 */ 1685 */
1686int
1742int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1743{ 1688{
1744 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1745 1690
1746 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1692 {
1748 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);
1749 dir, 0, op->x, op->y); 1694 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1698 wcmod = -1;
1699
1753 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);
1754 op->x, op->y); 1701 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1760 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);
1761 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);
1762 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);
1763 1713 }
1764 } else { 1714 else
1715 {
1765 /* Simple case */ 1716 /* Simple case */
1766 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);
1767 } 1718 }
1719
1768 return ret; 1720 return ret;
1769} 1721}
1770
1771 1722
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1774 */ 1725 */
1726void
1775void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1776{ 1728{
1777 object *item; 1729 object *item = op->contr->ranged_ob;
1778 1730
1779 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1780 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.");
1781 return; 1734 return;
1782 } 1735 }
1783 1736
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1737 if (!item->inv)
1738 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1740 return;
1788 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1789 if (item->type == WAND) { 1746 if (item->type == WAND)
1747 {
1790 if(item->stats.food<=0) { 1748 if (item->stats.food <= 0)
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1792 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
1793 return; 1753 return;
1794 } 1754 }
1755 }
1795 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1796 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))
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1798 if (item->type== ROD) 1762 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "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));
1801 else 1764 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1766
1804 return; 1767 return;
1805 } 1768 }
1806 } 1769 }
1807 1770
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1809 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 */
1810 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1811 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1777 {
1812 object *tmp; 1778 object *tmp;
1779
1813 if (item->arch) { 1780 if (item->arch)
1781 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1816 item->speed = 0; 1784 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1785 }
1786
1819 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1789 }
1822 } 1790 }
1823 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1792 drain_rod_charge (item);
1825 }
1826 } 1793 }
1827} 1794}
1828 1795
1829/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1830 */ 1797 */
1798bool
1831void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1832 int spellcost=0; 1801 int spellcost = 0;
1833 1802
1834 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1836 1806
1837 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1838 case range_none:
1839 return;
1840 1808
1841 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:
1842 player_fire_bow(op, dir); 1831 player_fire_bow (op, dir);
1843 return; 1832 break;
1844 1833
1845 case range_magic: /* Casting spells */ 1834 case SPELL:
1846 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);
1847 return; 1836 break;
1848 1837
1849 case range_misc: 1838 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1874 return; 1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1875 default: 1846 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1847 fire_misc_object (op, dir);
1877 return; 1848 break;
1878 } 1849 }
1879}
1880 1850
1881 1851 return true;
1852}
1882 1853
1883/* find_key 1854/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1859 * pl is the player,
1889 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1892 */ 1863 */
1893 1864object *
1894object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1895{ 1866{
1896 object *tmp,*key; 1867 object *tmp, *key;
1897 1868
1898 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1900 1872
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1904 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1906 */ 1880 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1882 break;
1909 } 1883 }
1884
1910 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1888 * a key, return
1914 */ 1889 */
1915 if (!tmp) { 1890 if (!tmp)
1891 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1917 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1920 } 1899 }
1921 } 1900 }
1901
1902 if (!tmp)
1922 if (!tmp) return NULL; 1903 return NULL;
1923 } 1904 }
1905
1924 /* 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,
1925 * see if we actually want to use it 1907 * see if we actually want to use it
1926 */ 1908 */
1927 if (pl!=container) { 1909 if (pl != container)
1910 {
1928 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1930 /* cases where this fails: 1914 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1916 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1934 * containers can be used. 1918 * containers can be used.
1935 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1939 * 1923 *
1940 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1941 * all the others. 1925 * all the others.
1942 */ 1926 */
1943 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1930 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1933 return NULL;
1952 } 1934 }
1953 } 1935 }
1936
1954 return tmp; 1937 return tmp;
1955} 1938}
1956 1939
1957/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1960 * 0 otherwise 1943 * 0 otherwise
1961 */ 1944 */
1945static int
1962static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1963{ 1947{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1968 */ 1951 */
1969 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1970 1953
1971 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1972 if (key) { 1955 if (key)
1956 {
1973 object *container=key->env; 1957 object *container = key->env;
1974 1958
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1977 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
1978 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1983 "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);
1984 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1971 }
1972
1986 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
1989 if (container != op) 1976 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
1991 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
1992 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
1993 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
1994 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...");
1995 return 1; 1985 return 1;
1996 } 1986 }
1987
1997 return 0; 1988 return 0;
1998} 1989}
1999 1990
2000/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2005 */ 1996 */
2006 1997bool
2007void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2008{ 1999{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2000 int on_battleground;
2012 mapstruct *m;
2013 2001
2014 nx=freearr_x[dir]+op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2016 2004
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2018 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
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2023 * move_ob uses.
2027 */ 2024 */
2028 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);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 2026
2040 mon = NULL;
2041 /* 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
2042 * 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.
2043 * 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
2044 * 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))
2045 */ 2050 {
2046 while (tmp!=NULL) { 2051 --op->contr->weapon_sp_left;
2047 if (tmp == op) { 2052 return true;
2048 tmp=tmp->above; 2053 }
2049 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);
2050 } 2112 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2113 else
2052 mon = tmp; 2114 op->statusmsg ("You withhold your attack");
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2115
2063 if(mon->head != NULL) 2116 if (op->contr->tmp_invis || op->hide)
2064 mon = mon->head; 2117 make_visible (op);
2065 2118
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2119 return true;
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 { 2120 }
2094 /* If we're braced, we don't want to switch places with it */ 2121 }
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2127 * 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.
2128 */ 2124 */
2129 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
2130 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2132 } 2133 make_visible (op);
2133 2134
2135 return true;
2136 }
2137 }
2134 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2135 * 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
2136 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2137 * 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
2138 * 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.
2139 */ 2143 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2146 {
2144 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 2148 {
2172 } /* if player should attack something */ 2149 --op->contr->weapon_sp_left;
2173}
2174 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
2175int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2176 int pick; 2166 int pick;
2177 2167
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 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;
2219} 2214}
2220 2215
2221/* 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
2222 * new client/server stuff. 2217 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2219 * the new speed values for commands.
2225 * 2220 *
2226 * 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.
2227 */ 2224 */
2225bool
2228int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2229{ 2227{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 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;
2247 flee_player(op); 2233 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2234
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2235 return true;
2252 } 2236 }
2237 else
2238 return false;
2253 } 2239 }
2254 2240
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* 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
2268 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2243 * called, so we recheck it here.
2270 */ 2244 */
2271 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2246 return true;
2273 2247
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2250
2284 else return 0; 2251 return false;
2285 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2258 return 0;
2287}
2288 2259
2289int save_life(object *op) { 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 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));
2291 2265
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy ();
2292 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 ();
2293 return 0; 2279 return 1;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2299 "Your %s vibrates violently, then evaporates.",
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 } 2280 }
2281
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2285 return 0;
2317} 2286}
2318 2287
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2291 * from.
2323 */ 2292 */
2293static void
2324void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2325{ 2295{
2326 object *next;
2327
2328 while (op) { 2296 while (op)
2297 {
2329 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' */
2330 * we remove object 'op' 2299
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2301 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2304
2305 op->insert_at (env);
2339 } 2306 }
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2341 op=next; 2310 op = next;
2342 } 2311 }
2343} 2312}
2344 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2345 2320
2346/* 2321/*
2347 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2352 */ 2327 */
2328char *
2353char *gravestone_text (object *op) 2329gravestone_text (object *op)
2354{ 2330{
2355 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2333 time_t now = time (NULL);
2358 2334
2359 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2338 else
2363 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2342 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2367 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);
2368 else 2345 else
2369 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
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2349 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2354 strcat (buf2, buf);
2376 } 2355 }
2356
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2380 return buf2; 2361 return buf2;
2381} 2362}
2382 2363
2383 2364void
2384
2385void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2386 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2389 int i; 2370 int i;
2390 int rate_hp = 1200; 2371 int rate_hp = 1200;
2391 int rate_sp = 2500; 2372 int rate_sp = 2500;
2392 int rate_grace = 2000; 2373 int rate_grace = 2000;
2393 const int max_hp = 1; 2374 const int max_hp = 1;
2394 const int max_sp = 1; 2375 const int max_sp = 1;
2395 const int max_grace = 1; 2376 const int max_grace = 1;
2396 2377
2397 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2399 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2401 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--;
2402 } 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 }
2403 2396
2404 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2405 2398 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2401 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2403 else
2404 {
2411 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2407 }
2408
2414 if(op->contr->gen_sp >= 0 ) 2409 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2411 else
2412 {
2417 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2415 }
2416
2420 if(op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2419 else
2420 {
2423 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2423 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2424
2461 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2462 /* 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. */
2463 if(--op->last_grace<0) { 2427 if (--op->last_grace < 0)
2428 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2466 if(max_grace>1) { 2432 if (max_grace > 1)
2433 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2435 if (over_grace > 0)
2436 {
2469 op->stats.sp += over_grace 2437 op->stats.sp += over_grace
2470 + (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;
2471 op->last_grace=0; 2439 op->last_grace = 0;
2440 }
2472 } else { 2441 else
2442 {
2473 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 }
2474 } 2445 }
2475 } else { 2446 else
2447 {
2476 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);
2477 } 2449 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2451 }
2452
2453 if (op->stats.food > 0)
2494 } 2454 {
2495 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 {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2497 if (over_hp > 0) { 2524 if (over_hp > 0)
2498 op->stats.sp += over_hp 2525 {
2499 + (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;
2500 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 }
2501 } else { 2532 else
2502 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);
2503 } 2534 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 } 2535 }
2507 }
2508 2536
2509 /* Digestion */ 2537 /* Digestion */
2510 if(--op->last_eat<0) { 2538 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2539 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2540 int bonus = max (0, op->contr->digestion),
2513 int bonus=dg>0?dg:0, 2541 penalty = max (0, -op->contr->digestion);
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2542
2520 if(op->contr->gen_hp > 0)
2521 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);
2522 else 2544
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2545 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2547 op->stats.food--;
2527 } 2548 }
2528 2549
2529 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 {
2530 object *tmp, *flesh=NULL; 2552 object *tmp, *flesh = 0;
2531 2553
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2535 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.");
2536 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2563 break;
2539 } 2564 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2566 flesh = tmp;
2541 } /* End if paid for object */ 2567 } /* End if paid for object */
2542 } /* end of for loop */ 2568 } /* end of for loop */
2569
2543 /* 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
2544 * eat flesh instead. 2571 * eat flesh instead.
2545 */ 2572 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2547 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.");
2548 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2549 } 2581 {
2550 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2551 2585
2552 while(op->stats.food<0&&op->stats.hp>0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 op->stats.food++,op->stats.hp--;
2554
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2556 kill_player(op); 2587 kill_player (op);
2588 }
2557} 2589}
2558
2559
2560 2590
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2594 * file.
2565 */ 2595 */
2596void
2566void kill_player(object *op) 2597kill_player (object *op)
2567{ 2598{
2599 int x, y;
2568 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2569 int x,y,i;
2570 mapstruct *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2571 int z;
2572 int num_stats_lose;
2573 int lost_a_stat;
2574 int lose_this_stat;
2575 int this_stat;
2576 int will_kill_again; 2602 int will_kill_again;
2577 archetype *at; 2603 archetype *at;
2578 object *tmp; 2604 object *tmp;
2579 2605
2580 if(save_life(op)) 2606 if (save_life (op))
2581 return; 2607 return;
2582 2608
2583
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2612 */
2588 if (op_on_battleground(op, &x, &y)) { 2613 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2614 {
2590 "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 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...");
2592 "Local medics have saved your life..."); 2617
2593
2594 /* restore player */ 2618 /* restore player */
2595 at = find_archetype("poisoning"); 2619 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2621 {
2598 remove_ob(tmp); 2622 tmp->destroy ();
2599 free_object(tmp);
2600 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))
2601 } 2628 {
2602 2629 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2631 }
2610 2632
2611 cure_disease(op,0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2635 if (op->stats.food <= 0)
2614 2636 op->stats.food = 999;
2637
2615 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 {
2619 sprintf(buf,"%s's finger", &op->name);
2620 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level),
2624 op->contr->killer);
2625 tmp->msg=buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0;
2627 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 } 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);
2631 2650 }
2651
2632 /* teleport defeated player to new destination*/ 2652 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2654 op->contr->braced = 0;
2635 return; 2655 return;
2636 } 2656 }
2637 2657
2638 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2639 2659
2640 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2641 2661
2642 if(op->stats.food<0) { 2662 if (op->stats.food < 0)
2643 if (op->contr->explore) {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name);
2650 strcpy(op->contr->killer,"starvation"); 2663 strcpy (op->contr->killer, "starvation");
2651 }
2652 else {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name);
2660 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662 2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2663 /* save the map location for corpse, gravestone*/ 2667 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2665 2671
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2675 */
2672 2676
2673 /* Basically two ways to go - remove a stat permanently, or just 2677 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2678 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2679 * of death.
2676 */ 2680 */
2677#ifndef COZY_SERVER 2681#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2682 if (settings.balanced_stat_loss)
2683 {
2679 /* If stat loss is permanent, lose one stat only. */ 2684 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2686 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2687 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2688 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2689 little bit harder. */
2685 /* GD */ 2690 /* GD */
2686 if (settings.stat_loss_on_death) 2691 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2692 num_stats_lose = 1;
2692 } 2693 else
2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2695 }
2696 else
2697 num_stats_lose = 1;
2698
2693 lost_a_stat = 0; 2699 lost_a_stat = 0;
2694 2700
2695 for (z=0; z<num_stats_lose; z++) { 2701 for (z = 0; z < num_stats_lose; z++)
2702 {
2696 i = RANDOM() % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2697 2704
2698 if (settings.stat_loss_on_death) { 2705 if (settings.stat_loss_on_death)
2706 {
2699 /* 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
2700 * what he lost. 2708 * what he lost.
2701 */ 2709 */
2702 change_attr_value(&(op->stats), i,-1); 2710 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2711 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2713 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2715 lost_a_stat = 1;
2708 } else { 2716 }
2717 else
2718 {
2709 /* deplete a stat */ 2719 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2721 object *dep;
2722
2723 dep = present_arch_in_ob (deparch, op);
2724 if (!dep)
2712 2725 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2726 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2727 insert_ob_in_ob (dep, op);
2717 } 2728 }
2718 lose_this_stat = 1; 2729 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2730 if (settings.balanced_stat_loss)
2731 {
2720 /* GD */ 2732 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2733 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2734 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2735 if (this_stat < 0)
2736 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2738 int keep_chance = this_stat * this_stat;
2739
2726 /* Yes, I am paranoid. Sue me. */ 2740 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2741 if (keep_chance < 1)
2728 keep_chance = 1; 2742 keep_chance = 1;
2729 2743
2730 /* There is a maximum depletion total per level. */ 2744 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2746 {
2732 lose_this_stat = 0; 2747 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2748 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2749 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2750 }
2744 } 2751 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2752 {
2754 if (this_stat>=-50) { 2753 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 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"); */
2760 } 2758 }
2761 } 2759 }
2762 } 2760 }
2763 } 2761
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2762 if (lose_this_stat)
2766 { 2763 {
2767 /* determine_god() seems to not work sometimes... why is this? 2764 this_stat = get_attr_value (&(dep->stats), i);
2768 Should I be using something else? GD */ 2765 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2766 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2767 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2768 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2769 * difference.
2773 " you.", god); 2770 */
2771 if (this_stat >= -50)
2774 else 2772 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2773 change_attr_value (&(dep->stats), i, -1);
2776 " 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 }
2777 } 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.");
2778#endif 2796#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2797
2782 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2799 * exp loss on the stone.
2784 */ 2800 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2802 sprintf (buf, "%s's gravestone", &op->name);
2803 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2804 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2805 tmp->name_pl = buf;
2789 "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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2807 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2810
2797 /**************************************/ 2811 /**************************************/
2798 /* */ 2812 /* */
2799 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2802 /* */ 2816 /* */
2803 /**************************************/ 2817 /**************************************/
2804 2818
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2820 /* restore player */
2807 at = find_archetype("poisoning"); 2821 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2823
2810 remove_ob(tmp); 2824 if (tmp)
2811 free_object(tmp); 2825 {
2826 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2828 }
2814 2829
2815 at = find_archetype("confusion"); 2830 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2832 if (tmp)
2818 remove_ob(tmp); 2833 {
2819 free_object(tmp); 2834 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2836 }
2837
2822 cure_disease(op,0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2823 2839
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2841 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2847
2831 /* 2848 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2850 * and put them back in the map.
2834 * in the map. 2851 */
2835 */ 2852 op->drop_unpaid_items ();
2836 2853
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/ 2854 /****************************************/
2841 /* */ 2855 /* */
2842 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2844 /* */ 2858 /* */
2845 /****************************************/ 2859 /****************************************/
2846 2860
2847 enter_player_savebed(op); 2861 enter_player_savebed (op);
2848 2862
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2863 op->contr->braced = 0;
2853 save_player(op,1);
2854 2864
2855 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2868 * on the space that might harm the player.
2859 */ 2869 */
2860 will_kill_again=0; 2870 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
2864 } 2874
2865 if (will_kill_again) { 2875 if (will_kill_again)
2876 {
2866 object *force; 2877 object *force;
2867 int at; 2878 int at;
2868 2879
2869 force=get_archetype(FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2882 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2883 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2885 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2876 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);
2877 } 2924 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2925 else
2936 delete_character(op->name,1); 2926 tmp->destroy ();
2937 } 2927 }
2938 } 2928 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2930 }
2980} 2931}
2981 2932
2982/* 2933/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2936 * was changed.
2986 */ 2937 */
2987 2938void
2988void fix_weight(void) { 2939fix_weight (void)
2989 player *pl; 2940{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
2942 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2944
2992 if(old == sum) 2945 if (old == sum)
2993 continue; 2946 continue;
2994 fix_player(pl->ob); 2947 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 2949 }
2998} 2950}
2999 2951
2952void
3000void fix_luck(void) { 2953fix_luck (void)
3001 player *pl; 2954{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2955 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2957 pl->ob->change_luck (0);
3005} 2958}
3006
3007 2959
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3011 */ 2963 */
3012
3013void 2964void
3014cast_dust (object * op, object * throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3015{ 2966{
3016 object *skop, *spob; 2967 object *skop, *spob;
3017 2968
3018 skop = find_skill_by_name (op, throw_ob->skill); 2969 skop = find_skill_by_name (op, throw_ob->skill);
3019 2970
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2971 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2972 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 2973 {
3023 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);
3024 &op->name);
3025 return; 2975 return;
3026 } 2976 }
3027 2977
3028 spob = throw_ob->inv; 2978 spob = throw_ob->inv;
3029 2979
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 2982 // errors should be reported as early as possible IMHO)
3033 if (!spob) 2983 if (!spob)
3034 { 2984 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 2986 return;
3038 } 2987 }
3039 2988
3040 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3041 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);
3042 2991
3043 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3044 2993
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 2995}
3049 2996
2997void
3050void make_visible (object *op) { 2998make_visible (object *op)
2999{
3051 op->hide = 0; 3000 op->hide = 0;
3052 op->invisible = 0; 3001 op->invisible = 0;
3002
3053 if(op->type==PLAYER) { 3003 if (op->type == PLAYER)
3004 {
3054 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3056 } 3007 }
3008
3057 update_object(op,UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3058} 3010}
3059 3011
3012int
3060int is_true_undead(object *op) { 3013is_true_undead (object *op)
3061 object *tmp=NULL; 3014{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3016 return 1;
3064 3017
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3018 return 0;
3070} 3019}
3071 3020
3072/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3023 * indicate greater hideability.
3075 */ 3024 */
3076 3025int
3077int hideability(object *ob) { 3026hideability (object *ob)
3027{
3078 int i,level=0, mflag; 3028 int i, level = 0, mflag;
3079 sint16 x,y; 3029 sint16 x, y;
3080 3030
3081 if(!ob||!ob->map) return 0; 3031 if (!ob || !ob->map)
3032 return 0;
3082 3033
3083 /* so, on normal lighted maps, its hard to hide */ 3034 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3035 level = ob->map->darkness - 2;
3085 3036
3086 /* this also picks up whether the object is glowing. 3037 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3039 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3040 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness));
3090 3042
3091 /* scan through all nearby squares for terrain to hide in */ 3043 /* scan through all nearby squares for terrain to hide in */
3092 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3047 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue;
3050 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3052 level += 2;
3097 else /* open terrain! */ 3053 else /* open terrain! */
3098 level -= 1; 3054 level -= 1;
3099 } 3055 }
3100 3056
3101#if 0 3057#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3058 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3059#endif
3104 return level; 3060 return level;
3105} 3061}
3106 3062
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3067 */
3112 3068void
3113void do_hidden_move (object *op) { 3069do_hidden_move (object *op)
3070{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3072 object *skop;
3116 3073
3117 if(!op || !op->map) return; 3074 if (!op || !op->map)
3075 return;
3118 3076
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3078
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3080 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3081 if (!skop || num >= skop->level)
3082 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3084 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3085 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 3100 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 3102}
3141 3103
3142/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3143 3105
3106int
3144int stand_near_hostile( object *who ) { 3107stand_near_hostile (object *who)
3108{
3145 object *tmp=NULL; 3109 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3110 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3111 maptile *m;
3148 sint16 x,y; 3112 sint16 x, y;
3149 3113
3150 if(!who) return 0; 3114 if (!who)
3115 return 0;
3151 3116
3152 if(who->type==PLAYER) player=1; 3117 if (who->type == PLAYER)
3118 player = 1;
3119
3120 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3122
3155 /* search adjacent squares */ 3123 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3124 for (i = 1; i < 9; i++)
3125 {
3157 x = who->x+freearr_x[i]; 3126 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3127 y = who->y + freearr_y[i];
3159 m = who->map; 3128 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3129 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3130 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3131 * blocked, don't need to check this space.
3163 */ 3132 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3133 if (mflags & P_OUT_OF_MAP)
3134 continue;
3165 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)))
3166 3136 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3137
3168 if((player||friendly) 3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 {
3169 &&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)
3170 return 1; 3146 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3147 }
3177 } 3148 }
3178 } 3149 }
3179 return 0; 3150 return 0;
3180} 3151}
3181 3152
3182/* check the player los field for viewability of the 3153/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3191 * 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.
3192 * -b.t. 3163 * -b.t.
3193 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3194 */ 3165 */
3195 3166int
3196int player_can_view (object *pl,object *op) { 3167player_can_view (object *pl, object *op)
3168{
3197 rv_vector rv; 3169 rv_vector rv;
3198 int dx,dy; 3170 int dx, dy;
3199 3171
3200 if(pl->type!=PLAYER) { 3172 if (pl->type != PLAYER)
3173 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3175 return -1;
3203 } 3176 }
3204 if (!pl || !op) return 0;
3205 3177
3206 if(op->head) { op = op->head; } 3178 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 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;
3230} 3209}
3231 3210
3232/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3213 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3214 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3215 * return 0.
3237 */ 3216 */
3217int
3238int action_makes_visible (object *op) { 3218action_makes_visible (object *op)
3239 3219{
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3223 return 0;
3243 3224
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3245 3227
3246 /* If monsters, they should become visible */ 3228 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3248 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");
3249 return 1; 3232 return 1;
3250 } 3233 }
3251 } 3234 }
3235
3252 return 0; 3236 return 0;
3253} 3237}
3254 3238
3255/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3241 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3242 * -exit-coord. (and if x, y not NULL)
3259 * 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
3260 * 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
3261 * 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
3262 */ 3246 */
3247int
3263int op_on_battleground (object *op, int *x, int *y) { 3248op_on_battleground (object *op, int *x, int *y)
3264 object *tmp; 3249{
3265
3266 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3267 * 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),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3259 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3275 strcmp(tmp->name, "battleground")==0 && 3261 && tmp->type == BATTLEGROUND
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3265 /* before we assign the exit, check if this is a teambattle */
3278 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))
3279 object *invtmp; 3267 {
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3269 {
3281 if(invtmp->type==FORCE && invtmp->slaying && 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3271 {
3283 if (x != NULL && y != NULL) 3272 if (x && y)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3285 return 1; 3275 return 1;
3276 }
3286 } 3277 }
3287 } 3278 }
3288 } 3279
3289 if (x != NULL && y != NULL) 3280 if (x && y)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3291 return 1; 3283 return 1;
3284 }
3292 } 3285 }
3293 }
3294 } 3286 }
3287
3295 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3296 return 0; 3289 return 0;
3297} 3290}
3298 3291
3299/* 3292/*
3303 * attributes: 3296 * attributes:
3304 * object *who the dragon player 3297 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3298 * int atnr the attack-number of the ability focus
3306 * int level ability level 3299 * int level ability level
3307 */ 3300 */
3301void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3302dragon_ability_gain (object *who, int atnr, int level)
3303{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3304 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3305 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3306 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3307 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3309 int i = 0, j = 0;
3315 3310
3316 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325 3320
3326 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))
3327 return; 3338 return;
3328 3339
3329 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);
3330 tr = tr->next, i++); 3341 do_learn_spell (who, item, 0);
3331 3342 return;
3332 if (tr == NULL || tr->item == NULL) { 3343 }
3333 /* 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))
3334 return; 3354 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3355 if (item->invisible)
3356 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3358 do_learn_spell (who, item->inv, 0);
3360 return; 3359 return;
3361 } 3360 }
3362 } 3361 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3362 else if (item->type == SKILL_TOOL && item->invisible)
3363 {
3364 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 {
3365 3366
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * 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
3368 * 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,
3369 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3370 */ 3371 */
3371 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype))
3373 {
3372 /* Give new attacktype */ 3374 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3375 skop->attacktype |= item->attacktype;
3374 3376
3375 /* always add physical if there's none */ 3377 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3378 skop->attacktype |= AT_PHYSICAL;
3377 3379
3378 if (item->msg != NULL) 3380 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3381 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3382
3381 /* Give player new face */ 3383 /* Give player new face */
3382 if (item->animation_id) { 3384 if (item->animation_id)
3385 {
3383 who->face = skop->face; 3386 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3387 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3388 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3389 who->last_anim = 0;
3387 who->state = 0; 3390 who->state = 0;
3388 animate_object(who, who->direction); 3391 animate_object (who, who->direction);
3389 } 3392 }
3390 } 3393 }
3391 } 3394 }
3392 } 3395 }
3393 else if (item->type == FORCE) { 3396 else if (item->type == FORCE)
3397 {
3394 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3399 object *skin;
3400
3396 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3397 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)
3398 skin=skin->below); 3403 ;
3399 if (skin == NULL) return; 3404
3400 3405 if (!skin)
3406 return;
3407
3401 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3410 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3411 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3412
3405 /* print message */ 3413 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3414 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3415 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3416 {
3408 if(item->path_attuned & (1<<i)) { 3417 if (item->path_attuned & (1 << i))
3418 {
3409 if (j) 3419 if (j)
3410 strcat(buf," and "); 3420 strcat (buf, " and ");
3411 else 3421 else
3412 j = 1; 3422 j = 1;
3413 strcat(buf, spellpathnames[i]); 3423 strcat (buf, spellpathnames[i]);
3414 } 3424 }
3415 } 3425 }
3416 strcat(buf,"."); 3426 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3428 }
3419 3429
3420 /* evtl. adding flags: */ 3430 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3431 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3432 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3433 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3434 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3436 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3437
3428 /* print message if there is one */ 3438 /* print message if there is one */
3429 if (item->msg != NULL) 3439 if (item->msg != NULL)
3430 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
3431 } 3443 {
3432 else {
3433 /* generate misc. treasure */ 3444 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3445 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3449 esrv_send_item (who, tmp);
3439 } 3450 }
3440} 3451}
3441 3452
3442/** 3453/**
3443 * 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
3444 * not readied. 3455 * not readied.
3445 */ 3456 */
3457void
3446void player_unready_range_ob(player *pl, object *ob) { 3458player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3448 3462
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3463 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3464 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3465
3452 if (pl->shoottype == i) { 3466 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3467 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 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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