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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 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 1.3 2006/08/25 13:24:50 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
122 { 253 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 254 case SKILL:
124 break; 255 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 256 break;
167 } 257
168 strncat(news+size,buf,HUGE_BUF-size); 258 case WAND:
169 size+=strlen(buf); 259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
170 } 268 }
171 } 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
172 291 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 292 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 293 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 294 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 295
181int playername_ok(const char *cp) { 296 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
229 300
230 /* Clears basically the entire player structure except 301 INVOKE_PLAYER (DISCONNECT, this);
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 302
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{
236 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 337 * we deal with that below this point.
238 */ 338 */
239 p->party=NULL; 339 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 342
245#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 344
247#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
248 365 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
250 368 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 369
260 roll_stats(op); 370 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 371}
302 372
303 373player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 374{
307 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
308 op->x = -1; 376 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 377}
312 378
313/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
315 * mode. 381 * mode.
316 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
317 387
318int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 389
321 p=get_player(NULL); 390 pl->ob->roll_stats ();
322 p->socket = *ns; 391 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 392 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 393
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 394 set_first_map (pl->ob);
333 395
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 396 return pl;
341} 397}
342 398
343/* 399/*
344 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
347 */ 403 */
404archetype *
348archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
349{ 406{
350 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
351 for (;;) { 409 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 410 {
363} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
364 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
365 420
421object *
366object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
367 object *op = NULL; 424 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 425 objectlink *ol;
370 unsigned lastdist; 426 unsigned lastdist;
371 rv_vector rv; 427 rv_vector rv;
372 428
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 430 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 432 continue;
400 433
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
410 op=pl->ob; 435 {
436 op = ol->ob;
411 lastdist=rv.distance; 437 lastdist = rv.distance;
438 }
412 } 439 }
413 } 440
414 } 441 for_all_players (pl)
442 if (can_detect_enemy (mon, pl->ob, &rv))
443 if (lastdist > rv.distance)
444 {
445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
415#if 0 449#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 451#endif
418 return op; 452 return op;
419} 453}
420 454
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 456 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 473 * is probably not a good thing.
440 */ 474 */
441#define MAX_SPACES 50 475#define MAX_SPACES 50
442
443 476
444/* 477/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 494 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 495 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 496 * is blocking itself.
464 */ 497 */
498int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
466 rv_vector rv; 501 rv_vector rv;
467 sint16 x,y; 502 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
470 505
471 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
472 507
473 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 509 return 0;
726}
727 510
728void confirm_password(object *op) { 511 x = mon->x;
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 517
730 op->contr->write_buf[0]='\0'; 518 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 519 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 520 return 0;
733}
734 521
522 while (diff > 1 && max > 0)
523 {
524 lastx = x;
525 lasty = y;
526 lastmap = m;
527 x = lastx + freearr_x[dir];
528 y = lasty + freearr_y[dir];
529
530 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
532
533 /* Space is blocked - try changing direction a little */
534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
537 /* recalculate direction from last good location. Possible
538 * we were not traversing ideal location before.
539 */
540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
541 if (rv.direction != dir)
542 {
543 /* OK - says direction should be different - lets reset the
544 * the values so it will try again.
545 */
546 x = lastx;
547 y = lasty;
548 m = lastmap;
549 dir = firstdir = rv.direction;
550 }
551 else
552 {
553 /* direct path is blocked - try taking a side step to
554 * either the left or right.
555 * Note increase the values in the loop below to be
556 * more than -1/1 respectively will mean the monster takes
557 * bigger detour. Have to be careful about these values getting
558 * too big (3 or maybe 4 or higher) as the monster may just try
559 * stepping back and forth
560 */
561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
564 continue; /* already did this, so skip it */
565 /* Use lastdir here - otherwise,
566 * since the direction that the creature should move in
567 * may change, you could get infinite loops.
568 * ie, player is northwest, but monster can only
569 * move west, so it does that. It goes some distance,
570 * gets blocked, finds that it should move north,
571 * can't do that, but now finds it can move east, and
572 * gets back to its original point. lastdir contains
573 * the last direction the creature has successfully
574 * moved.
575 */
576
577 x = lastx + freearr_x[absdir (lastdir + i)];
578 y = lasty + freearr_y[absdir (lastdir + i)];
579 m = lastmap;
580 mflags = get_map_flags (m, &m, x, y, &x, &y);
581 if (mflags & P_OUT_OF_MAP)
582 continue;
583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
586 if (mflags & P_BLOCKSVIEW)
587 continue;
588
589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
591 }
592 /* go through entire loop without finding a valid
593 * sidestep to take - thus, no valid path.
594 */
595 if (i == (DETOUR_AMOUNT + 1))
596 return 0;
597 diff--;
598 lastdir = dir;
599 max--;
600 if (!firstdir)
601 firstdir = dir + i;
602 } /* else check alternate directions */
603 } /* if blocked */
604 else
605 {
606 /* we moved towards creature, so diff is less */
607 diff--;
608 max--;
609 lastdir = dir;
610 if (!firstdir)
611 firstdir = dir;
612 }
613
614 if (diff <= 1)
615 {
616 /* Recalculate diff (distance) because we may not have actually
617 * headed toward player for entire distance.
618 */
619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 }
622
623 if (diff > max)
624 return 0;
625 }
626
627 /* If we reached the max, didn't find a direction in time */
628 if (!max)
629 return 0;
630
631 return firstdir;
632}
633
634void
635give_initial_items (object *pl, treasurelist * items)
636{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641
642 for (op = pl->inv; op; op = next)
643 {
644 next = op->below;
645
646 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way
648 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650 SET_FLAG (op, FLAG_APPLIED);
651
652 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions
654 */
655 if (pl->type == PLAYER)
656 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
658 (op->type == ARMOUR || op->type == BOOTS ||
659 op->type == CLOAK || op->type == HELMET ||
660 op->type == SHIELD || op->type == GLOVES ||
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 {
663 op->destroy ();
664 continue;
665 }
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)
675 {
676 object *tmp;
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
693 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697
698 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be
700 * merged properly.
701 */
702 if (need_identify (op))
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
709 {
710 op->destroy ();
711 continue;
712 }
713 else if (op->type == SKILL)
714 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0;
717 op->level = 1;
718 }
719 /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */
723
724 /* Need to set up the skill pointers */
725 link_player_skills (pl);
726}
727
728void
735void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
736 if (party == NULL) { 731 if (party == NULL)
732 {
737 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);
738 return; 734 return;
739 } 735 }
736
740 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
743 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:");
744} 741}
745
746 742
747/* 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
748int roll_stat(void) { 745roll_stat (void)
746{
749 int a[4],i,j,k; 747 int a[4], i, j, k;
750 748
751 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
753 751
754 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 753 if (a[i] < k)
756 k=a[i],j=i; 754 k = a[i], j = i;
757 755
758 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 757 if (i != j)
760 k+=a[i]; 758 k += a[i];
761 } 759
762 return k; 760 return k;
763} 761}
764 762
765void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
766 int sum=0; 770 int sum = 0;
767 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
769 773
770 do { 774 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 775 break;
772 op->stats.Dex=roll_stat(); 776 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 777
783 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 780
792 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 783
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 784 stats.exp = 0;
823 op->stats.ac=0; 785 stats.ac = 0;
824 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
825 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
828 796
829 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
830 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
834} 829}
835 830
836void Roll_Again(object *op) 831static void
832start_info (object *op)
837{ 833{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
846 835
847 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 840}
955 841
956/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
960 * not the class. 846 * not the class.
961 */ 847 */
962 848void
963int key_change_class(object *op, char key) 849player::chargen_race_done ()
964{ 850{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
979 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
981 860
982 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
983 862
984 if (op->msg) { 863 if (ob->msg)
985 free_string(op->msg); 864 ob->msg = 0;
986 op->msg=NULL;
987 }
988 865
989 /* 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
990 * to save here. 867 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op);
999 CLEAR_FLAG(op, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems);
1001 link_player_skills(op);
1002 esrv_send_inventory(op, op);
1003 fix_player(op);
1004
1005 /* This moves the player to a different start map, if there
1006 * is one for this race
1007 */
1008 if(*first_map_ext_path) {
1009 object *tmp;
1010 mapstruct *oldmap = op->map;
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n");
1024 }
1025 return 0;
1026 }
1027
1028 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above.
1030 */ 868 */
1031 869 {
1032 tmp_loop = 0;
1033 while(!tmp_loop) {
1034 const char *name = add_string (op->name);
1035 int x = op->x, y = op->y;
1036 remove_statbonus(op);
1037 remove_ob (op);
1038 op->arch = get_player_archetype(op->arch);
1039 copy_object (&op->arch->clone, op);
1040 op->stats = op->contr->orig_stats;
1041 free_string (op->name);
1042 op->name = name;
1043 free_string(op->name_pl);
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 }
1056 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op);
1059 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066}
1067
1068int key_confirm_quit(object *op, char key)
1069{
1070 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1102 next = mp->next; 873 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 874
1104 delete_map(mp); 875 start_info (ob);
1105 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1106 877 give_initial_items (ob, ob->randomitems);
1107 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)
1108 } 886 {
1109 play_again(op); 887 object *tmp;
1110 return 1; 888 char mapname[MAX_BUF];
1111}
1112 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
1113void flee_player(object *op) { 941flee_player (object *op)
942{
1114 int dir,diff; 943 int dir, diff;
1115 rv_vector rv; 944 rv_vector rv;
1116 945
1117 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 950 return;
1121 } 951 }
1122 952
1123 if(op->enemy==NULL) { 953 if (op->enemy == NULL)
954 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 955 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 957 return;
1127 } 958 }
1128 959
1129 /* Seen some crashes here. Since we don't store an 960 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 961 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 962 * actual enemy, and the object is recycled.
1132 */ 963 */
1133 if (op->enemy->map == NULL) { 964 if (op->enemy->map == NULL)
965 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 966 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 967 op->enemy = NULL;
1136 return; 968 return;
1137 } 969 }
1138 970
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
1140 op->enemy=NULL; 973 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 975 return;
1143 } 976 }
977
1144 get_rangevector(op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1145 979
1146 dir=absdir(4+rv.direction); 980 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 981 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 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)))
986 return;
987 }
988
1154 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 991 op->enemy = NULL;
1157} 992}
1158
1159 993
1160/* 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.
1161 * 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
1162 * stop. 996 * stop.
1163 */ 997 */
998int
1164int check_pick(object *op) { 999check_pick (object *op)
1000{
1165 object *tmp, *next; 1001 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1002 int stop = 0;
1168 int j, k, wvratio; 1003 int wvratio;
1169 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1170
1171 1005
1172 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1174 return 1; 1008 return 1;
1175 1009
1176 op_tag = op->count;
1177
1178 next = op->below; 1010 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1011
1182 /* 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
1183 * destroyed */ 1013 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1185 { 1015 {
1186 tmp = next; 1016 tmp = next;
1187 next = tmp->below; 1017 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1018
1191 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1192 return 0; 1020 return 0;
1193 1021
1194 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1195 continue; 1023 continue;
1196 1024
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1026 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1028 pick_up (op, tmp);
1201 continue; 1029 continue;
1202 } 1030 }
1203 1031
1204 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1206 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1036 {
1208 case 1: pick_up (op, tmp); 1037 case 0:
1209 return 1; 1038 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1039 case 1:
1211 return 0; 1040 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1041 return 1;
1213 case 4: pick_up (op, tmp); 1042 case 2:
1214 break; 1043 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1044 return 0;
1216 stop = 1; 1045 case 3:
1217 break; 1046 return 0; /* stop before pickup */
1218 case 6: 1047 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 break;
1221 pick_up(op, tmp); 1050 case 5:
1222 break; 1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1223 1058
1224 case 7: 1059 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1061 pick_up (op, tmp);
1227 break; 1062 break;
1228 1063
1229 default: 1064 default:
1230 /* use value density */ 1065 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1068 pick_up (op, tmp);
1234 >= op->contr->mode) 1069 }
1235 pick_up(op,tmp); 1070 }
1236 } 1071 else
1237 } 1072 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1241 { 1075 {
1242 /* some debugging code to figure out item information */ 1076 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1077 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1080 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1083
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1252 1086
1253 sprintf(putstring,"...flags: "); 1087 /* philosophy:
1254 for(k=0;k<4;k++) 1088 * It's easy to grab an item type from a pile, as long as it's
1255 { 1089 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1090 * and selections, select-items should be used. This is a
1257 { 1091 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1092 * example.
1259 { 1093 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1094 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1095 * convert to decimal and then 'pickup <#>
1262 } 1096 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 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 }
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 }
1301 }
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);
1267#if 0 1323#if 0
1268 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1270 { 1326 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1328 }
1273 { 1329 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1333#endif
1334 continue;
1335 }
1336 }
1337 } /* the new pickup model */
1280 } 1338 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1339
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1340 return !stop;
1444} 1341}
1445 1342
1446/* 1343/*
1447 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1346 * found object is returned.
1450 */ 1347 */
1348object *
1451object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1452{ 1350{
1453 object *tmp = NULL; 1351 object *tmp = 0;
1454 1352
1455 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1460 return op; 1357 return op;
1358
1461 return tmp; 1359 return tmp;
1462} 1360}
1463 1361
1464/* 1362/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1367 */
1470 1368object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1370{
1473 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1475 1373
1476 if (!type) 1374 if (!type)
1477 return NULL; 1375 return NULL;
1478 1376
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1380 {
1381 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1383 if (i > betterby)
1485 tmp = ntmp; 1384 {
1486 betterby = i; 1385 tmp = ntmp;
1487 } 1386 betterby = i;
1387 }
1388 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1489 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1393 {
1492 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1395 {
1494 return arrow; 1396 *better = 100;
1495 } else { 1397 return arrow;
1496 tmp = arrow; 1398 }
1399 else
1400 {
1401 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1403 }
1499 } else { 1404 }
1405 else
1406 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408 {
1501 attacktype = 1<<attacknum; 1409 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1412 {
1413 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1415 }
1507 } 1416 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1418 {
1419 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1420 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1421 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1423 {
1424 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1425 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1426 }
1427 }
1428 }
1516 } 1429 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1431 return find_arrow (op, type);
1521 1432
1522 *better = betterby; 1433 *better = betterby;
1523 return tmp; 1434 return tmp;
1524} 1435}
1525 1436
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1439 * op = the shooter
1529 * type = bow->race 1440 * type = bow->race
1530 * dir = fire direction 1441 * dir = fire direction
1531 */ 1442 */
1532 1443object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1534{ 1445{
1535 object *tmp = NULL; 1446 object *tmp = NULL;
1536 mapstruct *m; 1447 maptile *m;
1537 int i, mflags, found, number; 1448 int i, mflags, found, number;
1538 sint16 x, y; 1449 sint16 x, y;
1539 1450
1540 if (op->map == NULL) 1451 if (op->map == NULL)
1541 return find_arrow(op, type); 1452 return find_arrow (op, type);
1542 1453
1543 /* do a dex check */ 1454 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 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)))
1546 return find_arrow(op, type); 1457 return find_arrow (op, type);
1547 1458
1548 m = op->map; 1459 m = op->map;
1549 x = op->x; 1460 x = op->x;
1550 y = op->y; 1461 y = op->y;
1551 1462
1552 /* find the first target */ 1463 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1554 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1558 tmp = NULL; 1471 tmp = NULL;
1559 break; 1472 break;
1473 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1477 * perhaps a bad assumption.
1563 */ 1478 */
1564 tmp = NULL; 1479 tmp = NULL;
1565 break; 1480 break;
1566 } 1481 }
1567 if (mflags & P_IS_ALIVE) { 1482 if (mflags & P_IS_ALIVE)
1483 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1485 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1486 {
1571 break; 1487 found++;
1572 } 1488 break;
1489 }
1573 if (found) 1490 if (found)
1574 break; 1491 break;
1575 } 1492 }
1576 } 1493 }
1577 if (tmp == NULL) 1494 if (tmp == NULL)
1578 return find_arrow(op, type); 1495 return find_arrow (op, type);
1579 1496
1580 if (tmp->head) 1497 if (tmp->head)
1581 tmp = tmp->head; 1498 tmp = tmp->head;
1582 1499
1583 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1584} 1501}
1585 1502
1586/* 1503/*
1587 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1508 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1511 * player fire modes.
1595 */ 1512 */
1513int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1515{
1599 object *left, *bow; 1516 object *left, *bow;
1600 tag_t left_tag, tag; 1517 int mflags;
1601 int bowspeed, mflags; 1518 maptile *m;
1602 mapstruct *m;
1603 1519
1604 if (!dir) { 1520 if (!dir)
1521 {
1605 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!");
1606 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1607 } 1529 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1533 */
1615 if(bow->type==BOW) 1534 if (bow->type == BOW)
1616 break; 1535 break;
1617 1536
1618 if (!bow) { 1537 if (!bow)
1538 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1540 return 0;
1621 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1622 } 1550 }
1551
1623 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1624 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);
1625 return 0; 1555 return 0;
1626 } 1556 }
1627 1557
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1638 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* 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 */
1642 else 1565 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1644 return 0; 1568 return 0;
1645 } 1569 }
1646 } 1570 }
1571
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1574 return 0;
1650 } 1575
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1652 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.");
1653 return 0; 1579 return 0;
1654 } 1580 }
1655 1581
1656 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1584 {
1585 arrow->destroy ();
1586 return 0;
1587 }
1662 1588
1663 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1594 return 0;
1669 return 0;
1670 } 1595 }
1671 set_owner(arrow, op); 1596
1672 if (arrow->skill) free_string(arrow->skill); 1597 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1598 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1599 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1600
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 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 */
1686 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1688 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1690 1607
1691 /* Note that this was different for monsters - they got their level 1608#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1693 */
1694 1610 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 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
1699 /* update the speed */ 1625 /* update the speed */
1700 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
1701 0 : dam_bonus[op->stats.Str]) + 1627 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1628
1705 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1709 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1710 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1721 arrow->level = op->level; 1646 arrow->level = op->level;
1722 } 1647 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1724 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1653 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1654
1728 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1661
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1664
1736 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1666 move_arrow (arrow);
1738 1667
1739 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1742 else 1672 else
1743 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1744 } 1674 }
1675
1745 return 1; 1676 return 1;
1746} 1677}
1747 1678
1748/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1680 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1684 * hence the function name.
1754 */ 1685 */
1686int
1755int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1756{ 1688{
1757 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1758 1690
1759 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1692 {
1761 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);
1762 dir, 0, op->x, op->y); 1694 }
1763 } 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 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1698 wcmod = -1;
1699
1766 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);
1767 op->x, op->y); 1701 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1769 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);
1770 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)]);
1771 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 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1773 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);
1774 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);
1775 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);
1776 1713 }
1777 } else { 1714 else
1715 {
1778 /* Simple case */ 1716 /* Simple case */
1779 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);
1780 } 1718 }
1719
1781 return ret; 1720 return ret;
1782} 1721}
1783
1784 1722
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1787 */ 1725 */
1726void
1788void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1789{ 1728{
1790 object *item; 1729 object *item = op->contr->ranged_ob;
1791 1730
1792 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1793 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.");
1794 return; 1734 return;
1795 } 1735 }
1796 1736
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1737 if (!item->inv)
1738 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1740 return;
1801 } 1741 }
1802 if (item->type == WAND) { 1742
1803 if(item->stats.food<=0) { 1743 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1744 return;
1807 } 1745
1746 if (item->type == WAND)
1747 {
1748 if (item->stats.food <= 0)
1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1753 return;
1754 }
1755 }
1808 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1809 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))
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1811 if (item->type== ROD) 1762 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1764 else
1814 else 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1766
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1767 return;
1818 } 1768 }
1819 } 1769 }
1820 1770
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1822 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 */
1823 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1824 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1825 object *tmp; 1777 {
1826 if (item->arch) { 1778 object *tmp;
1779
1780 if (item->arch)
1781 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1829 item->speed = 0; 1784 item->set_speed (0);
1830 update_ob_speed(item); 1785 }
1831 } 1786
1832 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1789 }
1835 } 1790 }
1836 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1792 drain_rod_charge (item);
1838 }
1839 } 1793 }
1840} 1794}
1841 1795
1842/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1843 */ 1797 */
1798bool
1844void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1845 int spellcost=0; 1801 int spellcost = 0;
1846 1802
1847 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1849 1806
1850 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1808
1854 case range_bow: 1809 if (pl->golem)
1855 player_fire_bow(op, dir); 1810 {
1856 return; 1811 control_golem (op->contr->golem, dir);
1857 1812 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1813 }
1873 else 1814
1874 control_golem(op->contr->ranges[range_golem], dir); 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1875 return; 1818 return false;
1876 1819
1877 case range_skill: 1820 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1821 return false;
1885 case range_builder: 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:
1831 player_fire_bow (op, dir);
1832 break;
1833
1834 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1836 break;
1837
1838 case BUILDER:
1886 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1887 return; 1840 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1894 1845
1846 default:
1847 fire_misc_object (op, dir);
1848 break;
1849 }
1850
1851 return true;
1852}
1895 1853
1896/* find_key 1854/* find_key
1897 * 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
1898 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1859 * pl is the player,
1902 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1905 */ 1863 */
1906 1864object *
1907object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1908{ 1866{
1909 object *tmp,*key; 1867 object *tmp, *key;
1910 1868
1911 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1913 1872
1914 /* 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 */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1917 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1919 */ 1880 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1882 break;
1922 } 1883 }
1884
1923 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1924 /* 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.
1925 * 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
1926 * a key, return 1888 * a key, return
1927 */ 1889 */
1928 if (!tmp) { 1890 if (!tmp)
1891 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1930 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1896 {
1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1899 }
1900 }
1901
1902 if (!tmp)
1903 return NULL;
1933 } 1904 }
1934 } 1905
1935 if (!tmp) return NULL;
1936 }
1937 /* 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,
1938 * see if we actually want to use it 1907 * see if we actually want to use it
1939 */ 1908 */
1940 if (pl!=container) { 1909 if (pl != container)
1910 {
1941 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1943 /* cases where this fails: 1914 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1916 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1947 * containers can be used. 1918 * containers can be used.
1948 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1952 * 1923 *
1953 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1954 * all the others. 1925 * all the others.
1955 */ 1926 */
1956 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1930 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1933 return NULL;
1965 } 1934 }
1966 } 1935 }
1936
1967 return tmp; 1937 return tmp;
1968} 1938}
1969 1939
1970/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1973 * 0 otherwise 1943 * 0 otherwise
1974 */ 1944 */
1945static int
1975static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1976{ 1947{
1977
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1981 */ 1951 */
1982 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1983 1953
1984 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1985 if (key) { 1955 if (key)
1956 {
1986 object *container=key->env; 1957 object *container = key->env;
1987 1958
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1959 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1960 make_visible (op);
1961
1990 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
1991 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1992 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 */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1996 "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);
1997 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1971 }
1972
1999 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2002 if (container != op) 1976 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2004 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
2005 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
2006 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2007 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...");
2008 return 1; 1985 return 1;
2009 } 1986 }
1987
2010 return 0; 1988 return 0;
2011} 1989}
2012 1990
2013/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2018 */ 1996 */
2019 1997bool
2020void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2021{ 1999{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2000 int on_battleground;
2025 mapstruct *m;
2026 2001
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2031 2004
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2033 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
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2038 * 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
2039 * 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
2040 * 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
2041 * move_ob uses. 2023 * move_ob uses.
2042 */ 2024 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2025 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2026
2055 mon = NULL;
2056 /* 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
2057 * 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.
2058 * 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
2059 * on the space 2030 * on the space
2060 */ 2031 */
2061 while (tmp!=NULL) { 2032 object *mon;
2062 if (tmp == op) { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2034 {
2064 continue; 2035 if ((mon->flag [FLAG_ALIVE]
2036 || mon->type == LOCKED_DOOR
2037 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op)
2039 break;
2065 } 2040 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2041
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2043 return false; /* into a wall */
2077 2044
2078 if(mon->head != NULL)
2079 mon = mon->head; 2045 mon = mon->head_ ();
2080 2046
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2052 return true;
2053 }
2083 2054
2084 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2060 * and thus will not push them.
2090 */ 2061 */
2091 2062
2092 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2095 */ 2066 */
2096 if ((op->type==PLAYER) 2067 if (op->type == PLAYER
2097#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2070 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2072 {
2109 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2074 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2075 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 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
2117 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2096 * attack them either.
2121 */ 2097 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2100 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 if (!op->contr->braced)
2131 )) { 2109 {
2132 if (!op->contr->braced) { 2110 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2111 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2112 }
2135 } else { 2113 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2115
2116 if (op->contr->tmp_invis || op->hide)
2117 make_visible (op);
2118
2119 return true;
2120 }
2137 } 2121 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2142 * 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.
2143 */ 2124 */
2144 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
2145 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2147 } 2133 make_visible (op);
2148 2134
2135 return true;
2136 }
2137 }
2149 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2150 * 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
2151 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2152 * 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
2153 * 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.
2154 */ 2143 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2146 {
2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 {
2149 --op->contr->weapon_sp_left;
2159 2150
2160 /* If the player hasn't hit something this tick, and does 2151 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2152
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2153 if (action_makes_visible (op))
2154 make_visible (op);
2155
2156 return true;
2157 }
2169 } 2158 }
2170 2159
2171 skill_attack(mon, op, 0, NULL, NULL); 2160 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2161}
2189 2162
2163bool
2190int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2191 int pick; 2166 int pick;
2192 object *transport = op->contr->transport;
2193 2167
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 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;
2256} 2214}
2257 2215
2258/* 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
2259 * new client/server stuff. 2217 * new client/server stuff.
2260 * 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
2261 * the new speed values for commands. 2219 * the new speed values for commands.
2262 * 2220 *
2263 * 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.
2264 */ 2224 */
2225bool
2265int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2266{ 2227{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2229 {
2230 if (op->speed_left > 0.f)
2231 {
2232 --op->speed_left;
2233 flee_player (op);
2291 2234
2292 /* I've been seeing crashes where the golem has been destroyed, but 2235 return true;
2293 * the player object still points to the defunct golem. The code that 2236 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2237 else
2295 * put this in a a workaround to clean up the golem pointer. 2238 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2239 }
2303 2240
2304 /* 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
2305 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2243 * called, so we recheck it here.
2307 */ 2244 */
2308 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2246 return true;
2310 2247
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2250
2321 else return 0; 2251 return false;
2322 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2258 return 0;
2324}
2325 2259
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2263 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2265
2338 if (op->contr) 2266 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2268
2341 free_object(tmp); 2269 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2343 if(op->stats.hp<0) 2272 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2345 if(op->stats.food<0) 2275 if (op->stats.food < 0)
2346 op->stats.food = 999; 2276 op->stats.food = 999;
2347 fix_player(op); 2277
2278 op->update_stats ();
2348 return 1; 2279 return 1;
2349 } 2280 }
2281
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2285 return 0;
2354} 2286}
2355 2287
2356/* 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
2357 * 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
2358 * 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
2359 * from. 2291 * from.
2360 */ 2292 */
2293static void
2361void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2362{ 2295{
2363 object *next;
2364
2365 while (op) { 2296 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2297 {
2367 * we remove object 'op' 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2299
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2301 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2304
2305 op->insert_at (env);
2306 }
2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2310 op = next;
2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2382 2320
2383/* 2321/*
2384 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2389 */ 2327 */
2328char *
2390char *gravestone_text (object *op) 2329gravestone_text (object *op)
2391{ 2330{
2392 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2333 time_t now = time (NULL);
2395 2334
2396 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2338 else
2400 sprintf (buf, "%s\n", op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2342 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2404 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);
2405 else 2345 else
2406 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
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2349 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2354 strcat (buf2, buf);
2413 } 2355 }
2356
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2417 return buf2; 2361 return buf2;
2418} 2362}
2419 2363
2420 2364void
2421
2422void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2423 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2426 int i; 2370 int i;
2427 int rate_hp = 1200; 2371 int rate_hp = 1200;
2428 int rate_sp = 2500; 2372 int rate_sp = 2500;
2429 int rate_grace = 2000; 2373 int rate_grace = 2000;
2430 const int max_hp = 1; 2374 const int max_hp = 1;
2431 const int max_sp = 1; 2375 const int max_sp = 1;
2432 const int max_grace = 1; 2376 const int max_grace = 1;
2433 2377
2434 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2436 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2438 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--;
2439 } 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 }
2440 2396
2441 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2442 2398 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2401 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2403 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2404 {
2405 gen_hp = op->stats.maxhp;
2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2407 }
2408
2409 if (op->contr->gen_sp >= 0)
2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2411 else
2412 {
2413 gen_sp = op->stats.maxsp;
2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2415 }
2416
2417 if (op->contr->gen_grace >= 0)
2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else
2420 {
2421 gen_grace = op->stats.maxgrace;
2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2423 }
2424
2425 /* Regenerate Grace */
2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2427 if (--op->last_grace < 0)
2428 {
2429 if (op->stats.grace < op->stats.maxgrace / 2)
2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2432 if (max_grace > 1)
2433 {
2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2435 if (over_grace > 0)
2436 {
2437 op->stats.sp += over_grace
2438 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2439 op->last_grace = 0;
2440 }
2441 else
2442 {
2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2445 }
2446 else
2447 {
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2449 }
2450 /* wearing stuff doesn't detract from grace generation. */
2451 }
2452
2453 if (op->stats.food > 0)
2454 {
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 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 }
2532 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2534 }
2535 }
2536
2537 /* Digestion */
2538 if (--op->last_eat < 0)
2539 {
2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2542
2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544
2561 /* dms do not consume food */ 2545 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2547 op->stats.food--;
2564 } 2548 }
2565 2549
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2551 {
2552 object *tmp, *flesh = 0;
2568 2553
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2572 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.");
2573 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2563 break;
2576 } 2564 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2566 flesh = tmp;
2579 } /* end of for loop */ 2567 } /* End if paid for object */
2568 } /* end of for loop */
2569
2580 /* 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
2581 * eat flesh instead. 2571 * eat flesh instead.
2582 */ 2572 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2584 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.");
2585 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2586 } 2577 }
2587 } /* end if player is starving */
2588
2589 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--;
2591
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op);
2594}
2595
2596 2578 }
2579
2580 if (op->stats.food < 0)
2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2585
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op);
2588 }
2589}
2597 2590
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2594 * file.
2602 */ 2595 */
2596void
2603void kill_player(object *op) 2597kill_player (object *op)
2604{ 2598{
2599 int x, y;
2605 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2602 int will_kill_again;
2614 archetype *at; 2603 archetype *at;
2615 object *tmp; 2604 object *tmp;
2616 2605
2617 if(save_life(op)) 2606 if (save_life (op))
2618 return; 2607 return;
2619 2608
2620
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2612 */
2625 if (op_on_battleground(op, &x, &y)) { 2613 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2614 {
2627 "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 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...");
2629 "Local medics have saved your life..."); 2617
2630
2631 /* restore player */ 2618 /* restore player */
2632 at = find_archetype("poisoning"); 2619 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2621 {
2635 remove_ob(tmp); 2622 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2624 }
2639 2625
2640 at = find_archetype("confusion"); 2626 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2628 {
2643 remove_ob(tmp); 2629 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2631 }
2647 2632
2648 cure_disease(op,0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2635 if (op->stats.food <= 0)
2651 2636 op->stats.food = 999;
2637
2652 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 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);
2655 { 2650 }
2656 sprintf(buf,"%s's finger",op->name); 2651
2657 tmp->name = add_string(buf);
2658 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer);
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668
2669 /* teleport defeated player to new destination*/ 2652 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2654 op->contr->braced = 0;
2672 return;
2673 }
2674
2675 /* Lauwenmark: Handle for plugin death event */
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2655 return;
2656 }
2678 2657
2679 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2680 2659
2681 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2682 2661
2683 if(op->stats.food<0) { 2662 if (op->stats.food < 0)
2684 if (op->contr->explore) {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name);
2691 strcpy(op->contr->killer,"starvation"); 2663 strcpy (op->contr->killer, "starvation");
2692 }
2693 else {
2694 if (op->contr->explore) {
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name);
2701 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2703 2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2704 /* save the map location for corpse, gravestone*/ 2667 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2706 2671
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * 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.
2711 * 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.
2712 */ 2675 */
2713 2676
2714 /* Basically two ways to go - remove a stat permanently, or just 2677 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 2678 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 2679 * of death.
2717 */ 2680 */
2718#ifndef COZY_SERVER 2681#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 2682 if (settings.balanced_stat_loss)
2683 {
2720 /* If stat loss is permanent, lose one stat only. */ 2684 /* If stat loss is permanent, lose one stat only. */
2721 /* 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
2722 more if they do. */ 2686 more if they do. */
2723 /* Higher level characters can afford things such as potions of 2687 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 2688 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 2689 little bit harder. */
2726 /* GD */ 2690 /* GD */
2727 if (settings.stat_loss_on_death) 2691 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 2692 num_stats_lose = 1;
2729 else 2693 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 2695 }
2696 else
2732 num_stats_lose = 1; 2697 num_stats_lose = 1;
2733 } 2698
2734 lost_a_stat = 0; 2699 lost_a_stat = 0;
2735 2700
2736 for (z=0; z<num_stats_lose; z++) { 2701 for (z = 0; z < num_stats_lose; z++)
2702 {
2737 i = RANDOM() % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2738 2704
2739 if (settings.stat_loss_on_death) { 2705 if (settings.stat_loss_on_death)
2706 {
2740 /* 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
2741 * what he lost. 2708 * what he lost.
2742 */ 2709 */
2743 change_attr_value(&(op->stats), i,-1); 2710 change_attr_value (&(op->stats), i, -1);
2744 check_stat_bounds(&(op->stats)); 2711 check_stat_bounds (&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1); 2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2746 check_stat_bounds(&(op->contr->orig_stats)); 2713 check_stat_bounds (&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2748 lost_a_stat = 1; 2715 lost_a_stat = 1;
2749 } else { 2716 }
2717 else
2718 {
2750 /* deplete a stat */ 2719 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch = archetype::find ("depletion");
2752 object *dep; 2721 object *dep;
2722
2723 dep = present_arch_in_ob (deparch, op);
2724 if (!dep)
2753 2725 {
2754 dep = present_arch_in_ob(deparch,op);
2755 if(!dep) {
2756 dep = arch_to_object(deparch); 2726 dep = arch_to_object (deparch);
2757 insert_ob_in_ob(dep, op); 2727 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786 2728 }
2787 if (lose_this_stat) { 2729 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss)
2731 {
2732 /* GD */
2733 /* Get the stat that we're about to deplete. */
2788 this_stat = get_attr_value(&(dep->stats), i); 2734 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0)
2736 {
2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2738 int keep_chance = this_stat * this_stat;
2739
2740 /* Yes, I am paranoid. Sue me. */
2741 if (keep_chance < 1)
2742 keep_chance = 1;
2743
2744 /* There is a maximum depletion total per level. */
2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2746 {
2747 lose_this_stat = 0;
2748 /* Take loss chance vs keep chance to see if we
2749 retain the stat. */
2750 }
2751 else
2752 {
2753 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2758 }
2759 }
2760 }
2761
2762 if (lose_this_stat)
2763 {
2764 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another 2765 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2766 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2767 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2768 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2769 * difference.
2794 */ 2770 */
2795 if (this_stat>=-50) { 2771 if (this_stat >= -50)
2772 {
2796 change_attr_value(&(dep->stats), i, -1); 2773 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 2774 SET_FLAG (dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 2776 op->update_stats ();
2800 lost_a_stat = 1; 2777 lost_a_stat = 1;
2801 } 2778 }
2802 } 2779 }
2780 }
2803 } 2781 }
2804 }
2805 /* If no stat lost, tell the player. */ 2782 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 2783 if (!lost_a_stat)
2807 { 2784 {
2808 /* determine_god() seems to not work sometimes... why is this? 2785 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 2786 Should I be using something else? GD */
2810 const char *god = determine_god(op); 2787 const char *god = determine_god (op);
2788
2811 if (god && (strcmp(god, "none"))) 2789 if (god && (strcmp (god, "none")))
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2813 "moment you feel the holy presence of %s protecting" 2791 else
2814 " you.", god); 2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2815 else
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 } 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.");
2819#endif 2796#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 2797
2823 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2799 * exp loss on the stone.
2825 */ 2800 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf(buf,"%s's gravestone",op->name); 2802 sprintf (buf, "%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 2803 tmp->name = buf;
2829 sprintf(buf,"%s's gravestones",op->name); 2804 sprintf (buf, "%s's gravestones", &op->name);
2830 FREE_AND_COPY(tmp->name_pl, buf); 2805 tmp->name_pl = buf;
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\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);
2832 "who was killed\n" 2807 tmp->msg = buf;
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2810
2840 /**************************************/ 2811 /**************************************/
2841 /* */ 2812 /* */
2842 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2845 /* */ 2816 /* */
2846 /**************************************/ 2817 /**************************************/
2847 2818
2848 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */ 2820 /* restore player */
2850 at = find_archetype("poisoning"); 2821 at = archetype::find ("poisoning");
2851 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2823
2852 if (tmp) { 2824 if (tmp)
2853 remove_ob(tmp); 2825 {
2854 free_object(tmp); 2826 tmp->destroy ();
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 } 2828 }
2857 2829
2858 at = find_archetype("confusion"); 2830 at = archetype::find ("confusion");
2859 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2860 if (tmp) { 2832 if (tmp)
2861 remove_ob(tmp); 2833 {
2862 free_object(tmp); 2834 tmp->destroy ();
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 2836 }
2837
2865 cure_disease(op,0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2866 2839
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 2841 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900; 2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2870 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2873 2847
2874 /* 2848 /*
2875 * 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
2876 * the player has any unpaid items. If so, remove them and put them back 2850 * and put them back in the map.
2877 * in the map. 2851 */
2878 */ 2852 op->drop_unpaid_items ();
2879 2853
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op);
2883 break;
2884 }
2885 }
2886
2887
2888 /****************************************/ 2854 /****************************************/
2889 /* */ 2855 /* */
2890 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2892 /* */ 2858 /* */
2893 /****************************************/ 2859 /****************************************/
2894 2860
2895 enter_player_savebed(op); 2861 enter_player_savebed (op);
2896 2862
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0; 2863 op->contr->braced = 0;
2901 save_player(op,1);
2902 2864
2903 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 2868 * on the space that might harm the player.
2907 */ 2869 */
2908 will_kill_again=0; 2870 will_kill_again = 0;
2909 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)
2910 if (tmp->type ==SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
2912 } 2874
2913 if (will_kill_again) { 2875 if (will_kill_again)
2876 {
2914 object *force; 2877 object *force;
2915 int at; 2878 int at;
2916 2879
2917 force=get_archetype(FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1; 2882 force->speed = 0.1f;
2920 force->speed_left=-5.0; 2883 force->speed_left = -5.f;
2921 SET_FLAG(force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) { 2885 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 2887 force->resist[at] = 100;
2925 } 2888
2926 insert_ob_in_ob(force, op); 2889 insert_ob_in_ob (force, op);
2927 fix_player(op); 2890 op->update_stats ();
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936 2891
2892 }
2893
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 }
2986 }
2987 play_again(op);
2988
2989 /* peterm: added to create a corpse at deathsite. */
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002} 2895}
3003 2896
3004 2897void
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 2898loot_object (object *op)
2899{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 2900 object *tmp, *tmp2, *next;
3007 2901
3008 if (op->container) { /* close open sack first */ 2902 op->close_container (); /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011 2903
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2904 for (tmp = op->inv; tmp; tmp = next)
2905 {
3013 next=tmp->below; 2906 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2907
3015 remove_ob(tmp); 2908 if (tmp->invisible)
2909 continue;
2910
2911 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 2912 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 2913
3018 loot_object(tmp); 2914 if (tmp->type == CONTAINER)
3019 } 2915 loot_object (tmp); /* empty container to ground */
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2916
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 {
3022 if(tmp->nrof>1) { 2919 if (tmp->nrof > 1)
2920 {
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3024 free_object(tmp2); 2922 tmp2->destroy ();
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 }
2925 else
2926 tmp->destroy ();
2927 }
3026 } else 2928 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 2930 }
3031} 2931}
3032 2932
3033/* 2933/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3035 * 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
3036 * was changed. 2936 * was changed.
3037 */ 2937 */
3038 2938void
3039void fix_weight(void) { 2939fix_weight (void)
3040 player *pl; 2940{
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
2942 {
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2944
3043 if(old == sum) 2945 if (old == sum)
3044 continue; 2946 continue;
3045 fix_player(pl->ob); 2947 pl->ob->update_stats ();
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3047 pl->ob->name, old, sum);
3048 } 2949 }
3049} 2950}
3050 2951
2952void
3051void fix_luck(void) { 2953fix_luck (void)
3052 player *pl; 2954{
3053 for (pl = first_player; pl != NULL; pl = pl->next) 2955 for_all_players (pl)
3054 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3055 change_luck(pl->ob, 0); 2957 pl->ob->change_luck (0);
3056} 2958}
3057
3058 2959
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3062 */ 2963 */
3063
3064void 2964void
3065cast_dust (object * op, object * throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3066{ 2966{
3067 object *skop, *spob; 2967 object *skop, *spob;
3068 2968
3069 skop = find_skill_by_name (op, throw_ob->skill); 2969 skop = find_skill_by_name (op, throw_ob->skill);
3070 2970
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 2971 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2972 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 2973 {
3074 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);
3075 op->name);
3076 return; 2975 return;
3077 } 2976 }
3078 2977
3079 spob = throw_ob->inv; 2978 spob = throw_ob->inv;
3080 2979
3081 // 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
3082 // 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
3083 // errors should be reported as early as possible IMHO) 2982 // errors should be reported as early as possible IMHO)
3084 if (!spob) 2983 if (!spob)
3085 { 2984 {
3086 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);
3087 throw_ob->name, op->name);
3088 return; 2986 return;
3089 } 2987 }
3090 2988
3091 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3092 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);
3093 2991
3094 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3095 2993
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 2995}
3100 2996
2997void
3101void make_visible (object *op) { 2998make_visible (object *op)
2999{
3102 op->hide = 0; 3000 op->hide = 0;
3103 op->invisible = 0; 3001 op->invisible = 0;
3104 if(op->type==PLAYER) {
3105 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3107 }
3108 update_object(op,UP_OBJ_FACE);
3109}
3110 3002
3111int is_true_undead(object *op) {
3112 object *tmp=NULL;
3113
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3115
3116 if(op->type==PLAYER) 3003 if (op->type == PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below) 3004 {
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3005 op->contr->tmp_invis = 0;
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3006 op->contr->invis_race = 0;
3007 }
3008
3009 update_object (op, UP_OBJ_CHANGE);
3010}
3011
3012int
3013is_true_undead (object *op)
3014{
3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3016 return 1;
3017
3120 return 0; 3018 return 0;
3121} 3019}
3122 3020
3123/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 3023 * indicate greater hideability.
3126 */ 3024 */
3127 3025int
3128int hideability(object *ob) { 3026hideability (object *ob)
3027{
3129 int i,level=0, mflag; 3028 int i, level = 0, mflag;
3130 sint16 x,y; 3029 sint16 x, y;
3131 3030
3132 if(!ob||!ob->map) return 0; 3031 if (!ob || !ob->map)
3032 return 0;
3133 3033
3134 /* so, on normal lighted maps, its hard to hide */ 3034 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 3035 level = ob->map->darkness - 2;
3136 3036
3137 /* this also picks up whether the object is glowing. 3037 /* this also picks up whether the object is glowing.
3138 * 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
3139 * as bad as carrying a light on a pitch dark map */ 3039 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3040 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness));
3141 3042
3142 /* scan through all nearby squares for terrain to hide in */ 3043 /* scan through all nearby squares for terrain to hide in */
3143 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 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 3047 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue;
3050 }
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 3052 level += 2;
3148 else /* open terrain! */ 3053 else /* open terrain! */
3149 level -= 1; 3054 level -= 1;
3150 } 3055 }
3151 3056
3152#if 0 3057#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3058 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 3059#endif
3155 return level; 3060 return level;
3156} 3061}
3157 3062
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3067 */
3163 3068void
3164void do_hidden_move (object *op) { 3069do_hidden_move (object *op)
3070{
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3072 object *skop;
3167 3073
3168 if(!op || !op->map) return; 3074 if (!op || !op->map)
3075 return;
3169 3076
3170 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3171 3078
3172 /* 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! */
3173 if(op->type==PLAYER && op->contr->run_on) { 3080 if (op->type == PLAYER && op->contr->run_on)
3174 if(!skop || num >= skop->level) { 3081 if (!skop || num >= skop->level)
3082 {
3175 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!");
3176 make_visible(op); 3084 make_visible (op);
3177 return; 3085 return;
3178 } else num += 20;
3179 } 3086 }
3087 else
3088 num += 20;
3089
3180 num += op->map->difficulty; 3090 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 3092 num -= hide;
3093
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 {
3184 make_visible(op); 3096 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3097 if (op->type == PLAYER)
3186 "You moved out of hiding! You are visible!"); 3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 3099 }
3188 else if (op->type == PLAYER && skop) { 3100 else if (op->type == PLAYER && skop)
3189 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);
3190 }
3191} 3102}
3192 3103
3193/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3194 3105
3106int
3195int stand_near_hostile( object *who ) { 3107stand_near_hostile (object *who)
3108{
3196 object *tmp=NULL; 3109 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 3110 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 3111 maptile *m;
3199 sint16 x,y; 3112 sint16 x, y;
3200 3113
3201 if(!who) return 0; 3114 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0; 3115 return 0;
3116
3117 if (who->type == PLAYER)
3118 player = 1;
3119
3120 else
3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3122
3123 /* search adjacent squares */
3124 for (i = 1; i < 9; i++)
3125 {
3126 x = who->x + freearr_x[i];
3127 y = who->y + freearr_y[i];
3128 m = who->map;
3129 mflags = get_map_flags (m, &m, x, y, &x, &y);
3130 /* space must be blocked if there is a monster. If not
3131 * blocked, don't need to check this space.
3132 */
3133 if (mflags & P_OUT_OF_MAP)
3134 continue;
3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3136 continue;
3137
3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 {
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)
3146 return 1;
3147 }
3148 }
3149 }
3150 return 0;
3231} 3151}
3232 3152
3233/* check the player los field for viewability of the 3153/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3235 * 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
3236 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3242 * 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.
3243 * -b.t. 3163 * -b.t.
3244 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3245 */ 3165 */
3246 3166int
3247int player_can_view (object *pl,object *op) { 3167player_can_view (object *pl, object *op)
3168{
3248 rv_vector rv; 3169 rv_vector rv;
3249 int dx,dy; 3170 int dx, dy;
3250 3171
3251 if(pl->type!=PLAYER) { 3172 if (pl->type != PLAYER)
3173 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 3175 return -1;
3278 op = op->more;
3279 } 3176 }
3177
3178 if (!pl || !op)
3280 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;
3281} 3209}
3282 3210
3283/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3213 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we 3214 * effected by this. If we arent invisible to begin with, we
3287 * return 0. 3215 * return 0.
3288 */ 3216 */
3217int
3289int action_makes_visible (object *op) { 3218action_makes_visible (object *op)
3290 3219{
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3293 return 0; 3223 return 0;
3294 3224
3295 if (op->contr && op->contr->tmp_invis == 0) return 0; 3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3296 3227
3297 /* If monsters, they should become visible */ 3228 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3299 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");
3300 return 1; 3232 return 1;
3301 } 3233 }
3302 } 3234 }
3235
3303 return 0; 3236 return 0;
3304} 3237}
3305 3238
3306/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 3241 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3242 * -exit-coord. (and if x, y not NULL)
3310 * 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
3311 * 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
3312 * 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
3313 */ 3246 */
3247int
3314int op_on_battleground (object *op, int *x, int *y) { 3248op_on_battleground (object *op, int *x, int *y)
3315 object *tmp; 3249{
3316
3317 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3318 * 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),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3259 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 strcmp(tmp->name, "battleground")==0 && 3261 && tmp->type == BATTLEGROUND
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3265 /* before we assign the exit, check if this is a teambattle */
3329 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))
3330 object *invtmp; 3267 {
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3269 {
3333 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3334 if (x != NULL && y != NULL) 3271 {
3272 if (x && y)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3275 return 1;
3276 }
3277 }
3278 }
3279
3280 if (x && y)
3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3336 return 1; 3283 return 1;
3337 } 3284 }
3338 } 3285 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3286 }
3344 } 3287
3345 }
3346 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3347 return 0; 3289 return 0;
3348} 3290}
3349 3291
3350/* 3292/*
3354 * attributes: 3296 * attributes:
3355 * object *who the dragon player 3297 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3298 * int atnr the attack-number of the ability focus
3357 * int level ability level 3299 * int level ability level
3358 */ 3300 */
3301void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3302dragon_ability_gain (object *who, int atnr, int level)
3303{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3304 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3305 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3306 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3307 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3309 int i = 0, j = 0;
3366 3310
3367 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3370 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3372 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3374 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3376 3320
3377 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3378 return; 3322 return;
3379 3323
3380 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 tr = tr->next, i++); 3325
3382 3326 if (!tr || !tr->item)
3383 if (tr == NULL || tr->item == NULL) { 3327 {
3384 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3385 return; 3329 return;
3386 } 3330 }
3387 3331
3388 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3333 item = tr->item;
3390 3334
3391 if (item->type == SPELL) { 3335 if (item->type == SPELL)
3336 {
3392 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3393 return; 3338 return;
3394 3339
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3340 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3396 do_learn_spell (who, item, 0); 3341 do_learn_spell (who, item, 0);
3397 return; 3342 return;
3398 } 3343 }
3399 3344
3400 /* grant direct spell */ 3345 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3346 if (item->type == SPELLBOOK)
3347 {
3402 if (!item->inv) { 3348 if (!item->inv)
3349 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3350 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3351 return;
3406 } 3352 }
3407 if (check_spell_known (who, item->inv->name)) 3353 if (check_spell_known (who, item->inv->name))
3408 return; 3354 return;
3409 if (item->invisible) { 3355 if (item->invisible)
3356 {
3410 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);
3411 do_learn_spell (who, item->inv, 0); 3358 do_learn_spell (who, item->inv, 0);
3412 return; 3359 return;
3413 } 3360 }
3414 } 3361 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3362 else if (item->type == SKILL_TOOL && item->invisible)
3363 {
3416 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 {
3417 3366
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * 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
3420 * 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,
3421 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3422 */ 3371 */
3423 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype))
3373 {
3424 /* Give new attacktype */ 3374 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3375 skop->attacktype |= item->attacktype;
3426 3376
3427 /* always add physical if there's none */ 3377 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3378 skop->attacktype |= AT_PHYSICAL;
3429 3379
3430 if (item->msg != NULL) 3380 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3381 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 3382
3433 /* Give player new face */ 3383 /* Give player new face */
3434 if (item->animation_id) { 3384 if (item->animation_id)
3385 {
3435 who->face = skop->face; 3386 who->face = skop->face;
3436 who->animation_id = item->animation_id; 3387 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed; 3388 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0; 3389 who->last_anim = 0;
3439 who->state = 0; 3390 who->state = 0;
3440 animate_object(who, who->direction); 3391 animate_object (who, who->direction);
3441 } 3392 }
3393 }
3394 }
3442 } 3395 }
3443 }
3444 }
3445 else if (item->type == FORCE) { 3396 else if (item->type == FORCE)
3397 {
3446 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3399 object *skin;
3400
3448 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3449 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)
3450 skin=skin->below); 3403 ;
3451 if (skin == NULL) return; 3404
3452 3405 if (!skin)
3406 return;
3407
3453 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3410 {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3411 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456 3412
3457 /* print message */ 3413 /* print message */
3458 sprintf(buf, "You feel attuned to "); 3414 sprintf (buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3415 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3460 if(item->path_attuned & (1<<i)) { 3416 {
3461 if (j) 3417 if (item->path_attuned & (1 << i))
3462 strcat(buf," and "); 3418 {
3463 else 3419 if (j)
3464 j = 1; 3420 strcat (buf, " and ");
3421 else
3422 j = 1;
3465 strcat(buf, spellpathnames[i]); 3423 strcat (buf, spellpathnames[i]);
3466 } 3424 }
3467 } 3425 }
3468 strcat(buf,"."); 3426 strcat (buf, ".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3470 } 3428 }
3471 3429
3472 /* evtl. adding flags: */ 3430 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS)) 3431 if (QUERY_FLAG (item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS); 3432 SET_FLAG (skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH)) 3433 if (QUERY_FLAG (item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH); 3434 SET_FLAG (skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3436 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3479 3437
3480 /* print message if there is one */ 3438 /* print message if there is one */
3481 if (item->msg != NULL) 3439 if (item->msg != NULL)
3482 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
3483 } 3443 {
3484 else {
3485 /* generate misc. treasure */ 3444 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3445 tmp = arch_to_object (tr->item);
3487 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));
3488 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3489 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp); 3449 esrv_send_item (who, tmp);
3491 } 3450 }
3492} 3451}
3493 3452
3494/** 3453/**
3495 * 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
3496 * not readied. 3455 * not readied.
3497 */ 3456 */
3457void
3498void player_unready_range_ob(player *pl, object *ob) { 3458player_unready_range_ob (player *pl, object *ob)
3499 rangetype i; 3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3500 3462
3501 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3463 if (pl->combat_ob == ob)
3502 if (pl->ranges[i] == ob) { 3464 pl->combat_ob = 0;
3503 pl->ranges[i] = NULL; 3465
3504 if (pl->shoottype == i) { 3466 if (pl->ranged_ob == ob)
3505 pl->shoottype = range_none; 3467 pl->ranged_ob = 0;
3506 }
3507 }
3508 }
3509} 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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