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Comparing deliantra/server/server/player.C (file contents):
Revision 1.5 by root, Sat Aug 26 08:44:06 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 1.5 2006/08/26 08:44:06 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 (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
235 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 337 * we deal with that below this point.
237 */ 338 */
238 p->party=NULL; 339 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 342
244#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 344
246#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)
247 365 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
249 368 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 369
259 roll_stats(op); 370 ob = observe = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 371}
301 372
302 373player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 374{
306 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
307 op->x = -1; 376 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 377}
311 378
312/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
314 * mode. 381 * mode.
315 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
316 387
317int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 389
320 p=get_player(NULL); 390 pl->ob->roll_stats ();
321 p->socket = *ns; 391 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 392 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 393
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 394 set_first_map (pl->ob);
332 395
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 396 return pl;
340} 397}
341 398
342/* 399/*
343 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
346 */ 403 */
404archetype *
347archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
348{ 406{
349 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
350 for (;;) { 409 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 410 {
362} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
363 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
364 420
421object *
365object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
366 object *op = NULL; 424 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 425 objectlink *ol;
369 unsigned lastdist; 426 unsigned lastdist;
370 rv_vector rv; 427 rv_vector rv;
371 428
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 430 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 432 continue;
399 433
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
409 op=pl->ob; 435 {
436 op = ol->ob;
410 lastdist=rv.distance; 437 lastdist = rv.distance;
438 }
411 } 439 }
412 } 440
413 } 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
414#if 0 449#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 451#endif
417 return op; 452 return op;
418} 453}
419 454
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 456 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 473 * is probably not a good thing.
439 */ 474 */
440#define MAX_SPACES 50 475#define MAX_SPACES 50
441
442 476
443/* 477/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 494 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 495 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 496 * is blocking itself.
463 */ 497 */
498int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
465 rv_vector rv; 501 rv_vector rv;
466 sint16 x,y; 502 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
469 505
470 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
471 507
472 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 509 return 0;
725}
726 510
727void 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));
728 517
729 op->contr->write_buf[0]='\0'; 518 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 519 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 520 return 0;
732}
733 521
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
734void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
735 if (party == NULL) { 731 if (party == NULL)
732 {
736 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);
737 return; 734 return;
738 } 735 }
736
739 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
742 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:");
743} 741}
744
745 742
746/* 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
747int roll_stat(void) { 745roll_stat (void)
746{
748 int a[4],i,j,k; 747 int a[4], i, j, k;
749 748
750 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
752 751
753 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 753 if (a[i] < k)
755 k=a[i],j=i; 754 k = a[i], j = i;
756 755
757 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 757 if (i != j)
759 k+=a[i]; 758 k += a[i];
760 } 759
761 return k; 760 return k;
762} 761}
763 762
764void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
765 int sum=0; 770 int sum = 0;
766 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
768 773
769 do { 774 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 775 break;
771 op->stats.Dex=roll_stat(); 776 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 777
782 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 780
791 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 783
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 784 stats.exp = 0;
822 op->stats.ac=0; 785 stats.ac = 0;
823 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
824 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
827 796
828 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
829 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
831 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
832 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
833} 829}
834 830
835void Roll_Again(object *op) 831static void
832start_info (object *op)
836{ 833{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
845 835
846 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 840}
954 841
955/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
959 * not the class. 846 * not the class.
960 */ 847 */
961 848void
962int key_change_class(object *op, char key) 849player::chargen_race_done ()
963{ 850{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
978 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
980 860
981 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
982 862
983 if (op->msg) { 863 if (ob->msg)
984 free_string(op->msg); 864 ob->msg = 0;
985 op->msg=NULL;
986 }
987 865
988 /* 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
989 * to save here. 867 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op);
1002 fix_player(op);
1003
1004 /* This moves the player to a different start map, if there
1005 * is one for this race
1006 */
1007 if(*first_map_ext_path) {
1008 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026
1027 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above.
1029 */ 868 */
1030 869 {
1031 tmp_loop = 0;
1032 while(!tmp_loop) {
1033 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y;
1035 remove_statbonus(op);
1036 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op);
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1101 next = mp->next; 873 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 874
1103 delete_map(mp); 875 start_info (ob);
1104 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1105 877 give_initial_items (ob, ob->randomitems);
1106 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)
1107 } 886 {
1108 play_again(op); 887 object *tmp;
1109 return 1; 888 char mapname[MAX_BUF];
1110}
1111 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
1112void flee_player(object *op) { 941flee_player (object *op)
942{
1113 int dir,diff; 943 int dir, diff;
1114 rv_vector rv; 944 rv_vector rv;
1115 945
1116 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 950 return;
1120 } 951 }
1121 952
1122 if(op->enemy==NULL) { 953 if (op->enemy == NULL)
954 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 955 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 957 return;
1126 } 958 }
1127 959
1128 /* Seen some crashes here. Since we don't store an 960 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 961 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 962 * actual enemy, and the object is recycled.
1131 */ 963 */
1132 if (op->enemy->map == NULL) { 964 if (op->enemy->map == NULL)
965 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 966 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 967 op->enemy = NULL;
1135 return; 968 return;
1136 } 969 }
1137 970
1138 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 {
1139 op->enemy=NULL; 973 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 975 return;
1142 } 976 }
977
1143 get_rangevector(op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1144 979
1145 dir=absdir(4+rv.direction); 980 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 981 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 991 op->enemy = NULL;
1156} 992}
1157
1158 993
1159/* 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.
1160 * 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
1161 * stop. 996 * stop.
1162 */ 997 */
998int
1163int check_pick(object *op) { 999check_pick (object *op)
1000{
1164 object *tmp, *next; 1001 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1002 int stop = 0;
1167 int j, k, wvratio; 1003 int wvratio;
1168 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1169
1170 1005
1171 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1173 return 1; 1008 return 1;
1174 1009
1175 op_tag = op->count;
1176
1177 next = op->below; 1010 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1011
1181 /* 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
1182 * destroyed */ 1013 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1184 { 1015 {
1185 tmp = next; 1016 tmp = next;
1186 next = tmp->below; 1017 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1018
1190 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1191 return 0; 1020 return 0;
1192 1021
1193 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1194 continue; 1023 continue;
1195 1024
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1026 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1028 pick_up (op, tmp);
1200 continue; 1029 continue;
1201 } 1030 }
1202 1031
1203 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1205 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1036 {
1207 case 1: pick_up (op, tmp); 1037 case 0:
1208 return 1; 1038 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1039 case 1:
1210 return 0; 1040 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1041 return 1;
1212 case 4: pick_up (op, tmp); 1042 case 2:
1213 break; 1043 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1044 return 0;
1215 stop = 1; 1045 case 3:
1216 break; 1046 return 0; /* stop before pickup */
1217 case 6: 1047 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 break;
1220 pick_up(op, tmp); 1050 case 5:
1221 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;
1222 1058
1223 case 7: 1059 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1061 pick_up (op, tmp);
1226 break; 1062 break;
1227 1063
1228 default: 1064 default:
1229 /* use value density */ 1065 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1068 pick_up (op, tmp);
1233 >= op->contr->mode) 1069 }
1234 pick_up(op,tmp); 1070 }
1235 } 1071 else
1236 } 1072 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1240 { 1075 {
1241 /* some debugging code to figure out item information */ 1076 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1077 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1080 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1083
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1251 1086
1252 sprintf(putstring,"...flags: "); 1087 /* philosophy:
1253 for(k=0;k<4;k++) 1088 * It's easy to grab an item type from a pile, as long as it's
1254 { 1089 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1090 * and selections, select-items should be used. This is a
1256 { 1091 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1092 * example.
1258 { 1093 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1094 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1095 * convert to decimal and then 'pickup <#>
1261 } 1096 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1323#if 0
1267 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1269 { 1326 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1328 }
1272 { 1329 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1333#endif
1334 continue;
1335 }
1336 }
1337 } /* the new pickup model */
1279 } 1338 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1339
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1340 return !stop;
1443} 1341}
1444 1342
1445/* 1343/*
1446 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1346 * found object is returned.
1449 */ 1347 */
1348object *
1450object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1451{ 1350{
1452 object *tmp = NULL; 1351 object *tmp = 0;
1453 1352
1454 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1459 return op; 1357 return op;
1358
1460 return tmp; 1359 return tmp;
1461} 1360}
1462 1361
1463/* 1362/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1367 */
1469 1368object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1370{
1472 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1474 1373
1475 if (!type) 1374 if (!type)
1476 return NULL; 1375 return NULL;
1477 1376
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1380 {
1381 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1383 if (i > betterby)
1484 tmp = ntmp; 1384 {
1485 betterby = i; 1385 tmp = ntmp;
1486 } 1386 betterby = i;
1387 }
1388 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1488 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1393 {
1491 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1395 {
1493 return arrow; 1396 *better = 100;
1494 } else { 1397 return arrow;
1495 tmp = arrow; 1398 }
1399 else
1400 {
1401 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1403 }
1498 } else { 1404 }
1405 else
1406 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408 {
1500 attacktype = 1<<attacknum; 1409 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 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)
1503 tmp = arrow; 1412 {
1413 tmp = arrow;
1504 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;
1505 } 1415 }
1506 } 1416 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1418 {
1419 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1420 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1421 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1423 {
1424 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1425 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1426 }
1427 }
1428 }
1515 } 1429 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1431 return find_arrow (op, type);
1520 1432
1521 *better = betterby; 1433 *better = betterby;
1522 return tmp; 1434 return tmp;
1523} 1435}
1524 1436
1525/* looks in a given direction, finds the first valid target, and calls 1437/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1439 * op = the shooter
1528 * type = bow->race 1440 * type = bow->race
1529 * dir = fire direction 1441 * dir = fire direction
1530 */ 1442 */
1531 1443object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1533{ 1445{
1534 object *tmp = NULL; 1446 object *tmp = NULL;
1535 mapstruct *m; 1447 maptile *m;
1536 int i, mflags, found, number; 1448 int i, mflags, found, number;
1537 sint16 x, y; 1449 sint16 x, y;
1538 1450
1539 if (op->map == NULL) 1451 if (op->map == NULL)
1540 return find_arrow(op, type); 1452 return find_arrow (op, type);
1541 1453
1542 /* do a dex check */ 1454 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1456 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1457 return find_arrow (op, type);
1546 1458
1547 m = op->map; 1459 m = op->map;
1548 x = op->x; 1460 x = op->x;
1549 y = op->y; 1461 y = op->y;
1550 1462
1551 /* find the first target */ 1463 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1553 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1557 tmp = NULL; 1471 tmp = NULL;
1558 break; 1472 break;
1473 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1477 * perhaps a bad assumption.
1562 */ 1478 */
1563 tmp = NULL; 1479 tmp = NULL;
1564 break; 1480 break;
1565 } 1481 }
1566 if (mflags & P_IS_ALIVE) { 1482 if (mflags & P_IS_ALIVE)
1483 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1485 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1486 {
1570 break; 1487 found++;
1571 } 1488 break;
1489 }
1572 if (found) 1490 if (found)
1573 break; 1491 break;
1574 } 1492 }
1575 } 1493 }
1576 if (tmp == NULL) 1494 if (tmp == NULL)
1577 return find_arrow(op, type); 1495 return find_arrow (op, type);
1578 1496
1579 if (tmp->head) 1497 if (tmp->head)
1580 tmp = tmp->head; 1498 tmp = tmp->head;
1581 1499
1582 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1583} 1501}
1584 1502
1585/* 1503/*
1586 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1508 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1509 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1510 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1511 * player fire modes.
1594 */ 1512 */
1513int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1515{
1598 object *left, *bow; 1516 object *left, *bow;
1599 tag_t left_tag, tag; 1517 int mflags;
1600 int bowspeed, mflags; 1518 maptile *m;
1601 mapstruct *m;
1602 1519
1603 if (!dir) { 1520 if (!dir)
1521 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1606 } 1529 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1613 */ 1533 */
1614 if(bow->type==BOW) 1534 if (bow->type == BOW)
1615 break; 1535 break;
1616 1536
1617 if (!bow) { 1537 if (!bow)
1538 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1540 return 0;
1620 } 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
1621 } 1550 }
1551
1622 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1555 return 0;
1625 } 1556 }
1626 1557
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1637 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1565 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1643 return 0; 1568 return 0;
1644 } 1569 }
1645 } 1570 }
1571
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1574 return 0;
1649 } 1575
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1579 return 0;
1653 } 1580 }
1654 1581
1655 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1584 {
1585 arrow->destroy ();
1586 return 0;
1587 }
1661 1588
1662 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1594 return 0;
1668 return 0;
1669 } 1595 }
1670 set_owner(arrow, op); 1596
1671 if (arrow->skill) free_string(arrow->skill); 1597 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1598 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1599 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1600
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1687 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1689 1607
1690 /* Note that this was different for monsters - they got their level 1608#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1692 */
1693 1610 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1698 /* update the speed */ 1625 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1627 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1628
1704 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1708 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1709 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1720 arrow->level = op->level; 1646 arrow->level = op->level;
1721 } 1647 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1723 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1653 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1654
1727 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1661
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1664
1735 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1666 move_arrow (arrow);
1737 1667
1738 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1741 else 1672 else
1742 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1743 } 1674 }
1675
1744 return 1; 1676 return 1;
1745} 1677}
1746 1678
1747/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1680 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1684 * hence the function name.
1753 */ 1685 */
1686int
1754int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1755{ 1688{
1756 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1757 1690
1758 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1692 {
1760 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);
1761 dir, 0, op->x, op->y); 1694 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1698 wcmod = -1;
1699
1765 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);
1766 op->x, op->y); 1701 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1772 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);
1773 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);
1774 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);
1775 1713 }
1776 } else { 1714 else
1715 {
1777 /* Simple case */ 1716 /* Simple case */
1778 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);
1779 } 1718 }
1719
1780 return ret; 1720 return ret;
1781} 1721}
1782
1783 1722
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1786 */ 1725 */
1726void
1787void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1788{ 1728{
1789 object *item; 1729 object *item = op->contr->ranged_ob;
1790 1730
1791 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1792 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.");
1793 return; 1734 return;
1794 } 1735 }
1795 1736
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1737 if (!item->inv)
1738 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1740 return;
1800 } 1741 }
1801 if (item->type == WAND) { 1742
1802 if(item->stats.food<=0) { 1743 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1744 return;
1806 } 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 }
1807 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1808 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))
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1810 if (item->type== ROD) 1762 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1764 else
1813 else 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1766
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1767 return;
1817 } 1768 }
1818 } 1769 }
1819 1770
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1821 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 */
1822 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1823 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1824 object *tmp; 1777 {
1825 if (item->arch) { 1778 object *tmp;
1779
1780 if (item->arch)
1781 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1828 item->speed = 0; 1784 item->set_speed (0);
1829 update_ob_speed(item); 1785 }
1830 } 1786
1831 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1789 }
1834 } 1790 }
1835 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1792 drain_rod_charge (item);
1837 }
1838 } 1793 }
1839} 1794}
1840 1795
1841/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1842 */ 1797 */
1798bool
1843void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1844 int spellcost=0; 1801 int spellcost = 0;
1845 1802
1846 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1848 1806
1849 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1808
1853 case range_bow: 1809 if (pl->golem)
1854 player_fire_bow(op, dir); 1810 {
1855 return; 1811 control_golem (op->contr->golem, dir);
1856 1812 return false;
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1813 }
1872 else 1814
1873 control_golem(op->contr->ranges[range_golem], dir); 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1874 return; 1818 return false;
1875 1819
1876 case range_skill: 1820 if (!op->change_weapon (ob))
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1821 return false;
1884 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:
1885 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1886 return; 1840 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1893 1845
1846 default:
1847 fire_misc_object (op, dir);
1848 break;
1849 }
1850
1851 return true;
1852}
1894 1853
1895/* find_key 1854/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1859 * pl is the player,
1901 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1904 */ 1863 */
1905 1864object *
1906object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1907{ 1866{
1908 object *tmp,*key; 1867 object *tmp, *key;
1909 1868
1910 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1912 1872
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1916 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1918 */ 1880 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1882 break;
1921 } 1883 }
1884
1922 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1888 * a key, return
1926 */ 1889 */
1927 if (!tmp) { 1890 if (!tmp)
1891 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1929 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1904 }
1933 } 1905
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1907 * see if we actually want to use it
1938 */ 1908 */
1939 if (pl!=container) { 1909 if (pl != container)
1910 {
1940 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1942 /* cases where this fails: 1914 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1916 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1946 * containers can be used. 1918 * containers can be used.
1947 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1951 * 1923 *
1952 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1953 * all the others. 1925 * all the others.
1954 */ 1926 */
1955 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1930 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1933 return NULL;
1964 } 1934 }
1965 } 1935 }
1936
1966 return tmp; 1937 return tmp;
1967} 1938}
1968 1939
1969/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1972 * 0 otherwise 1943 * 0 otherwise
1973 */ 1944 */
1945static int
1974static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1975{ 1947{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1980 */ 1951 */
1981 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1982 1953
1983 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1984 if (key) { 1955 if (key)
1956 {
1985 object *container=key->env; 1957 object *container = key->env;
1986 1958
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1959 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1960 make_visible (op);
1961
1989 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
1990 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1995 "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);
1996 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1971 }
1972
1998 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2001 if (container != op) 1976 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2003 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
2004 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
2005 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1985 return 1;
2008 } 1986 }
1987
2009 return 0; 1988 return 0;
2010} 1989}
2011 1990
2012/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2017 */ 1996 */
2018 1997bool
2019void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2020{ 1999{
2021 object *tmp, *mon, *tpl;
2022 sint16 nx, ny;
2023 int on_battleground; 2000 int on_battleground;
2024 mapstruct *m;
2025 2001
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2030 2004
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2032 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
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2023 * move_ob uses.
2041 */ 2024 */
2042 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);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 2026
2054 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2030 * on the space
2059 */ 2031 */
2060 while (tmp!=NULL) { 2032 object *mon;
2061 if (tmp == op) { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 2034 {
2063 continue; 2035 if ((mon->flag [FLAG_ALIVE]
2036 || mon->type == LOCKED_DOOR
2037 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op)
2039 break;
2064 } 2040 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2041
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2043 return false; /* into a wall */
2076 2044
2077 if(mon->head != NULL)
2078 mon = mon->head; 2045 mon = mon->head_ ();
2079 2046
2080 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)
2081 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 }
2082 2054
2083 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2060 * and thus will not push them.
2089 */ 2061 */
2090 2062
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2094 */ 2066 */
2095 if ((op->type==PLAYER) 2067 if (op->type == PLAYER
2096#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 2070 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2072 {
2108 /* 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 */
2109 if (op->contr->braced) return; 2074 if (op->contr->braced)
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2075 return false;
2111 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 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
2116 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2096 * attack them either.
2120 */ 2097 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123 ( 2100 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 if (!op->contr->braced)
2130 )) { 2109 {
2131 if (!op->contr->braced) { 2110 op->play_sound (sound_find ("push_player"));
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2111 push_ob (mon, dir, op);
2133 (void) push_ob(mon,dir,op); 2112 }
2134 } else { 2113 else
2135 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 }
2136 } 2121 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 2124 */
2143 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
2144 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2146 } 2133 make_visible (op);
2147 2134
2135 return true;
2136 }
2137 }
2148 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2143 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 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;
2158 2150
2159 /* If the player hasn't hit something this tick, and does 2151 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2152
2167 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 }
2168 } 2158 }
2169 2159
2170 skill_attack(mon, op, 0, NULL, NULL); 2160 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2161}
2188 2162
2163bool
2189int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2190 int pick; 2166 int pick;
2191 object *transport = op->contr->transport;
2192 2167
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2214}
2256 2215
2257/* 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
2258 * new client/server stuff. 2217 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2219 * the new speed values for commands.
2261 * 2220 *
2262 * 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.
2263 */ 2224 */
2225bool
2264int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2265{ 2227{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2229 {
2230 if (op->speed_left > 0.f)
2231 {
2232 --op->speed_left;
2233 flee_player (op);
2290 2234
2291 /* I've been seeing crashes where the golem has been destroyed, but 2235 return true;
2292 * the player object still points to the defunct golem. The code that 2236 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2237 else
2294 * put this in a a workaround to clean up the golem pointer. 2238 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2239 }
2302 2240
2303 /* 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
2304 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2243 * called, so we recheck it here.
2306 */ 2244 */
2307 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2246 return true;
2309 2247
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2250
2320 else return 0; 2251 return false;
2321 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2258 return 0;
2323}
2324 2259
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 {
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2263 op->play_sound (sound_find ("ob_evaporate"));
2335 "Your %s vibrates violently, then evaporates.", 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 query_name(tmp)); 2265
2337 if (op->contr) 2266 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2268
2340 free_object(tmp); 2269 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2342 if(op->stats.hp<0) 2272 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2344 if(op->stats.food<0) 2275 if (op->stats.food < 0)
2345 op->stats.food = 999; 2276 op->stats.food = 999;
2346 fix_player(op); 2277
2278 op->update_stats ();
2347 return 1; 2279 return 1;
2348 } 2280 }
2281
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2285 return 0;
2353} 2286}
2354 2287
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2291 * from.
2359 */ 2292 */
2293static void
2360void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2361{ 2295{
2362 object *next;
2363
2364 while (op) { 2296 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2297 {
2366 * we remove object 'op' 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2299
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2301 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 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}
2381 2320
2382/* 2321/*
2383 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2388 */ 2327 */
2328char *
2389char *gravestone_text (object *op) 2329gravestone_text (object *op)
2390{ 2330{
2391 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2333 time_t now = time (NULL);
2394 2334
2395 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2338 else
2399 sprintf (buf, "%s\n", op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2342 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2403 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);
2404 else 2345 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2349 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2354 strcat (buf2, buf);
2412 } 2355 }
2356
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2416 return buf2; 2361 return buf2;
2417} 2362}
2418 2363
2419 2364void
2420
2421void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2422 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2425 int i; 2370 int i;
2426 int rate_hp = 1200; 2371 int rate_hp = 1200;
2427 int rate_sp = 2500; 2372 int rate_sp = 2500;
2428 int rate_grace = 2000; 2373 int rate_grace = 2000;
2429 const int max_hp = 1; 2374 const int max_hp = 1;
2430 const int max_sp = 1; 2375 const int max_sp = 1;
2431 const int max_grace = 1; 2376 const int max_grace = 1;
2432 2377
2433 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2435 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2437 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--;
2438 } 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 }
2439 2396
2440 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2441 2398 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2401 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 else 2403 else
2559 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
2560 /* dms do not consume food */ 2545 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2547 op->stats.food--;
2563 } 2548 }
2564 2549
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2551 {
2552 object *tmp, *flesh = 0;
2567 2553
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2571 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.");
2572 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2563 break;
2575 } 2564 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2566 flesh = tmp;
2578 } /* end of for loop */ 2567 } /* End if paid for object */
2568 } /* end of for loop */
2569
2579 /* 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
2580 * eat flesh instead. 2571 * eat flesh instead.
2581 */ 2572 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2583 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.");
2584 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2585 } 2577 }
2586 } /* end if player is starving */
2587
2588 while(op->stats.food<0&&op->stats.hp>0)
2589 op->stats.food++,op->stats.hp--;
2590
2591 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2592 kill_player(op);
2593}
2594
2595 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}
2596 2590
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2594 * file.
2601 */ 2595 */
2596void
2602void kill_player(object *op) 2597kill_player (object *op)
2603{ 2598{
2599 int x, y;
2604 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2605 int x,y,i;
2606 mapstruct *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2607 int z;
2608 int num_stats_lose;
2609 int lost_a_stat;
2610 int lose_this_stat;
2611 int this_stat;
2612 int will_kill_again; 2602 int will_kill_again;
2613 archetype *at; 2603 archetype *at;
2614 object *tmp; 2604 object *tmp;
2615 2605
2616 if(save_life(op)) 2606 if (save_life (op))
2617 return; 2607 return;
2618 2608
2619
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2612 */
2624 if (op_on_battleground(op, &x, &y)) { 2613 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2614 {
2626 "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 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...");
2628 "Local medics have saved your life..."); 2617
2629
2630 /* restore player */ 2618 /* restore player */
2631 at = find_archetype("poisoning"); 2619 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2621 {
2634 remove_ob(tmp); 2622 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2624 }
2638 2625
2639 at = find_archetype("confusion"); 2626 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2628 {
2642 remove_ob(tmp); 2629 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2631 }
2646 2632
2647 cure_disease(op,0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2635 if (op->stats.food <= 0)
2650 2636 op->stats.food = 999;
2637
2651 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 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);
2654 { 2650 }
2655 sprintf(buf,"%s's finger",op->name); 2651
2656 tmp->name = add_string(buf);
2657 sprintf(buf," This finger has been cut off %s\n"
2658 " the %s, when he was defeated at\n level %d by %s.\n",
2659 op->name, op->contr->title, (int)(op->level),
2660 op->contr->killer);
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0;
2663 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667
2668 /* teleport defeated player to new destination*/ 2652 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2654 op->contr->braced = 0;
2671 return; 2655 return;
2672 } 2656 }
2673 2657
2674 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2675 2659
2676 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2677 2661
2678 if(op->stats.food<0) { 2662 if (op->stats.food < 0)
2679 if (op->contr->explore) {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name);
2686 strcpy(op->contr->killer,"starvation"); 2663 strcpy (op->contr->killer, "starvation");
2687 }
2688 else {
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name);
2696 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698 2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2699 /* save the map location for corpse, gravestone*/ 2667 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2701 2671
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2675 */
2708 2676
2709 /* Basically two ways to go - remove a stat permanently, or just 2677 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2678 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2679 * of death.
2712 */ 2680 */
2713#ifndef COZY_SERVER 2681#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2682 if (settings.balanced_stat_loss)
2683 {
2715 /* If stat loss is permanent, lose one stat only. */ 2684 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2686 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2687 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2688 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2689 little bit harder. */
2721 /* GD */ 2690 /* GD */
2722 if (settings.stat_loss_on_death) 2691 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2692 num_stats_lose = 1;
2724 else 2693 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2695 }
2696 else
2727 num_stats_lose = 1; 2697 num_stats_lose = 1;
2728 } 2698
2729 lost_a_stat = 0; 2699 lost_a_stat = 0;
2730 2700
2731 for (z=0; z<num_stats_lose; z++) { 2701 for (z = 0; z < num_stats_lose; z++)
2702 {
2732 i = RANDOM() % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2733 2704
2734 if (settings.stat_loss_on_death) { 2705 if (settings.stat_loss_on_death)
2706 {
2735 /* 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
2736 * what he lost. 2708 * what he lost.
2737 */ 2709 */
2738 change_attr_value(&(op->stats), i,-1); 2710 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2711 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2713 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2715 lost_a_stat = 1;
2744 } else { 2716 }
2717 else
2718 {
2745 /* deplete a stat */ 2719 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2721 object *dep;
2722
2723 dep = present_arch_in_ob (deparch, op);
2724 if (!dep)
2748 2725 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2726 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2727 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2728 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2765 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2766 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2767 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2769 * difference.
2789 */ 2770 */
2790 if (this_stat>=-50) { 2771 if (this_stat >= -50)
2772 {
2791 change_attr_value(&(dep->stats), i, -1); 2773 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2774 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2776 op->update_stats ();
2795 lost_a_stat = 1; 2777 lost_a_stat = 1;
2796 } 2778 }
2797 } 2779 }
2780 }
2798 } 2781 }
2799 }
2800 /* If no stat lost, tell the player. */ 2782 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2783 if (!lost_a_stat)
2802 { 2784 {
2803 /* determine_god() seems to not work sometimes... why is this? 2785 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2786 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2787 const char *god = determine_god (op);
2788
2806 if (god && (strcmp(god, "none"))) 2789 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 2791 else
2809 " you.", god); 2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2796#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2797
2818 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2799 * exp loss on the stone.
2820 */ 2800 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2802 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2803 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2804 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2805 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 2807 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2810
2835 /**************************************/ 2811 /**************************************/
2836 /* */ 2812 /* */
2837 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2840 /* */ 2816 /* */
2841 /**************************************/ 2817 /**************************************/
2842 2818
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2820 /* restore player */
2845 at = find_archetype("poisoning"); 2821 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2823
2847 if (tmp) { 2824 if (tmp)
2848 remove_ob(tmp); 2825 {
2849 free_object(tmp); 2826 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2828 }
2852 2829
2853 at = find_archetype("confusion"); 2830 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2832 if (tmp)
2856 remove_ob(tmp); 2833 {
2857 free_object(tmp); 2834 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2836 }
2837
2860 cure_disease(op,0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2861 2839
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2841 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2847
2869 /* 2848 /*
2870 * 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
2871 * the player has any unpaid items. If so, remove them and put them back 2850 * and put them back in the map.
2872 * in the map. 2851 */
2873 */ 2852 op->drop_unpaid_items ();
2874 2853
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op);
2878 break;
2879 }
2880 }
2881
2882
2883 /****************************************/ 2854 /****************************************/
2884 /* */ 2855 /* */
2885 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2887 /* */ 2858 /* */
2888 /****************************************/ 2859 /****************************************/
2889 2860
2890 enter_player_savebed(op); 2861 enter_player_savebed (op);
2891 2862
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2863 op->contr->braced = 0;
2896 save_player(op,1);
2897 2864
2898 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2868 * on the space that might harm the player.
2902 */ 2869 */
2903 will_kill_again=0; 2870 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
2907 } 2874
2908 if (will_kill_again) { 2875 if (will_kill_again)
2876 {
2909 object *force; 2877 object *force;
2910 int at; 2878 int at;
2911 2879
2912 force=get_archetype(FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2882 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2883 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2885 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2887 force->resist[at] = 100;
2920 } 2888
2921 insert_ob_in_ob(force, op); 2889 insert_ob_in_ob (force, op);
2922 fix_player(op); 2890 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2891
2892 }
2893
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2895}
2998 2896
2999 2897void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2898loot_object (object *op)
2899{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2900 object *tmp, *tmp2, *next;
3002 2901
3003 if (op->container) { /* close open sack first */ 2902 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2903
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2904 for (tmp = op->inv; tmp; tmp = next)
2905 {
3008 next=tmp->below; 2906 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2907
3010 remove_ob(tmp); 2908 if (tmp->invisible)
2909 continue;
2910
2911 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2912 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2913
3013 loot_object(tmp); 2914 if (tmp->type == CONTAINER)
3014 } 2915 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2916
3016 || 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 {
3017 if(tmp->nrof>1) { 2919 if (tmp->nrof > 1)
2920 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2922 tmp2->destroy ();
3020 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 }
3021 } else 2928 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2930 }
3026} 2931}
3027 2932
3028/* 2933/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 2936 * was changed.
3032 */ 2937 */
3033 2938void
3034void fix_weight(void) { 2939fix_weight (void)
3035 player *pl; 2940{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
2942 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2944
3038 if(old == sum) 2945 if (old == sum)
3039 continue; 2946 continue;
3040 fix_player(pl->ob); 2947 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 2949 }
3044} 2950}
3045 2951
2952void
3046void fix_luck(void) { 2953fix_luck (void)
3047 player *pl; 2954{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2955 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2957 pl->ob->change_luck (0);
3051} 2958}
3052
3053 2959
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3057 */ 2963 */
3058
3059void 2964void
3060cast_dust (object * op, object * throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3061{ 2966{
3062 object *skop, *spob; 2967 object *skop, *spob;
3063 2968
3064 skop = find_skill_by_name (op, throw_ob->skill); 2969 skop = find_skill_by_name (op, throw_ob->skill);
3065 2970
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2971 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2972 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2973 {
3069 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);
3070 op->name);
3071 return; 2975 return;
3072 } 2976 }
3073 2977
3074 spob = throw_ob->inv; 2978 spob = throw_ob->inv;
3075 2979
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 2982 // errors should be reported as early as possible IMHO)
3079 if (!spob) 2983 if (!spob)
3080 { 2984 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 2986 return;
3084 } 2987 }
3085 2988
3086 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3087 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);
3088 2991
3089 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3090 2993
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 2995}
3095 2996
2997void
3096void make_visible (object *op) { 2998make_visible (object *op)
2999{
3097 op->hide = 0; 3000 op->hide = 0;
3098 op->invisible = 0; 3001 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105 3002
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 3003 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 3004 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3005 op->contr->tmp_invis = 0;
3114 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
3115 return 0; 3018 return 0;
3116} 3019}
3117 3020
3118/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3023 * indicate greater hideability.
3121 */ 3024 */
3122 3025int
3123int hideability(object *ob) { 3026hideability (object *ob)
3027{
3124 int i,level=0, mflag; 3028 int i, level = 0, mflag;
3125 sint16 x,y; 3029 sint16 x, y;
3126 3030
3127 if(!ob||!ob->map) return 0; 3031 if (!ob || !ob->map)
3032 return 0;
3128 3033
3129 /* so, on normal lighted maps, its hard to hide */ 3034 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3035 level = ob->map->darkness - 2;
3131 3036
3132 /* this also picks up whether the object is glowing. 3037 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3039 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3040 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness));
3136 3042
3137 /* scan through all nearby squares for terrain to hide in */ 3043 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3047 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue;
3050 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3052 level += 2;
3143 else /* open terrain! */ 3053 else /* open terrain! */
3144 level -= 1; 3054 level -= 1;
3145 } 3055 }
3146 3056
3147#if 0 3057#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3058 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3059#endif
3150 return level; 3060 return level;
3151} 3061}
3152 3062
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3067 */
3158 3068void
3159void do_hidden_move (object *op) { 3069do_hidden_move (object *op)
3070{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3072 object *skop;
3162 3073
3163 if(!op || !op->map) return; 3074 if (!op || !op->map)
3075 return;
3164 3076
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3078
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3080 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3081 if (!skop || num >= skop->level)
3082 {
3170 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!");
3171 make_visible(op); 3084 make_visible (op);
3172 return; 3085 return;
3173 } else num += 20;
3174 } 3086 }
3087 else
3088 num += 20;
3089
3175 num += op->map->difficulty; 3090 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3091 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3092 num -= hide;
3093
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 {
3179 make_visible(op); 3096 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3097 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3099 }
3183 else if (op->type == PLAYER && skop) { 3100 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3102}
3187 3103
3188/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3189 3105
3106int
3190int stand_near_hostile( object *who ) { 3107stand_near_hostile (object *who)
3108{
3191 object *tmp=NULL; 3109 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3110 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3111 maptile *m;
3194 sint16 x,y; 3112 sint16 x, y;
3195 3113
3196 if(!who) return 0; 3114 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 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;
3226} 3151}
3227 3152
3228/* check the player los field for viewability of the 3153/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3230 * 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
3231 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3232 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3233 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3234 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3235 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3236 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3237 * 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.
3238 * -b.t. 3163 * -b.t.
3239 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3240 */ 3165 */
3241 3166int
3242int player_can_view (object *pl,object *op) { 3167player_can_view (object *pl, object *op)
3168{
3243 rv_vector rv; 3169 rv_vector rv;
3244 int dx,dy; 3170 int dx, dy;
3245 3171
3246 if(pl->type!=PLAYER) { 3172 if (pl->type != PLAYER)
3173 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3175 return -1;
3273 op = op->more;
3274 } 3176 }
3177
3178 if (!pl || !op)
3275 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;
3276} 3209}
3277 3210
3278/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3213 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3214 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3215 * return 0.
3283 */ 3216 */
3217int
3284int action_makes_visible (object *op) { 3218action_makes_visible (object *op)
3285 3219{
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3223 return 0;
3289 3224
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3291 3227
3292 /* If monsters, they should become visible */ 3228 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3294 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");
3295 return 1; 3232 return 1;
3296 } 3233 }
3297 } 3234 }
3235
3298 return 0; 3236 return 0;
3299} 3237}
3300 3238
3301/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3241 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3242 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3246 */
3247int
3309int op_on_battleground (object *op, int *x, int *y) { 3248op_on_battleground (object *op, int *x, int *y)
3310 object *tmp; 3249{
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3259 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3321 strcmp(tmp->name, "battleground")==0 && 3261 && tmp->type == BATTLEGROUND
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3265 /* before we assign the exit, check if this is a teambattle */
3324 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))
3325 object *invtmp; 3267 {
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3269 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3329 if (x != NULL && y != NULL) 3271 {
3272 if (x && y)
3330 *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
3331 return 1; 3283 return 1;
3332 } 3284 }
3333 } 3285 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3286 }
3339 } 3287
3340 }
3341 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3342 return 0; 3289 return 0;
3343} 3290}
3344 3291
3345/* 3292/*
3349 * attributes: 3296 * attributes:
3350 * object *who the dragon player 3297 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3298 * int atnr the attack-number of the ability focus
3352 * int level ability level 3299 * int level ability level
3353 */ 3300 */
3301void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3302dragon_ability_gain (object *who, int atnr, int level)
3303{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3304 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3305 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3306 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3307 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3309 int i = 0, j = 0;
3361 3310
3362 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3365 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3367 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3369 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3371 3320
3372 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3373 return; 3322 return;
3374 3323
3375 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++);
3376 tr = tr->next, i++); 3325
3377 3326 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3327 {
3379 /* 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]); */
3380 return; 3329 return;
3381 } 3330 }
3382 3331
3383 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3333 item = tr->item;
3385 3334
3386 if (item->type == SPELL) { 3335 if (item->type == SPELL)
3336 {
3387 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3388 return; 3338 return;
3389 3339
3390 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);
3391 do_learn_spell (who, item, 0); 3341 do_learn_spell (who, item, 0);
3392 return; 3342 return;
3393 } 3343 }
3394 3344
3395 /* grant direct spell */ 3345 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3346 if (item->type == SPELLBOOK)
3347 {
3397 if (!item->inv) { 3348 if (!item->inv)
3349 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3350 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3351 return;
3401 } 3352 }
3402 if (check_spell_known (who, item->inv->name)) 3353 if (check_spell_known (who, item->inv->name))
3403 return; 3354 return;
3404 if (item->invisible) { 3355 if (item->invisible)
3356 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3358 do_learn_spell (who, item->inv, 0);
3407 return; 3359 return;
3408 } 3360 }
3409 } 3361 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3362 else if (item->type == SKILL_TOOL && item->invisible)
3363 {
3411 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 {
3412 3366
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3417 */ 3371 */
3418 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype))
3373 {
3419 /* Give new attacktype */ 3374 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3375 skop->attacktype |= item->attacktype;
3421 3376
3422 /* always add physical if there's none */ 3377 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3378 skop->attacktype |= AT_PHYSICAL;
3424 3379
3425 if (item->msg != NULL) 3380 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3381 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3382
3428 /* Give player new face */ 3383 /* Give player new face */
3429 if (item->animation_id) { 3384 if (item->animation_id)
3385 {
3430 who->face = skop->face; 3386 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3387 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3388 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3389 who->last_anim = 0;
3434 who->state = 0; 3390 who->state = 0;
3435 animate_object(who, who->direction); 3391 animate_object (who, who->direction);
3436 } 3392 }
3393 }
3394 }
3437 } 3395 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3396 else if (item->type == FORCE)
3397 {
3441 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3399 object *skin;
3400
3443 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3444 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)
3445 skin=skin->below); 3403 ;
3446 if (skin == NULL) return; 3404
3447 3405 if (!skin)
3406 return;
3407
3448 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3410 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3411 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3412
3452 /* print message */ 3413 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3414 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3415 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3416 {
3456 if (j) 3417 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3418 {
3458 else 3419 if (j)
3459 j = 1; 3420 strcat (buf, " and ");
3421 else
3422 j = 1;
3460 strcat(buf, spellpathnames[i]); 3423 strcat (buf, spellpathnames[i]);
3461 } 3424 }
3462 } 3425 }
3463 strcat(buf,"."); 3426 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3428 }
3466 3429
3467 /* evtl. adding flags: */ 3430 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3431 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3432 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3433 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3434 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3436 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3437
3475 /* print message if there is one */ 3438 /* print message if there is one */
3476 if (item->msg != NULL) 3439 if (item->msg != NULL)
3477 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
3478 } 3443 {
3479 else {
3480 /* generate misc. treasure */ 3444 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3445 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3449 esrv_send_item (who, tmp);
3486 } 3450 }
3487} 3451}
3488 3452
3489/** 3453/**
3490 * 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
3491 * not readied. 3455 * not readied.
3492 */ 3456 */
3457void
3493void player_unready_range_ob(player *pl, object *ob) { 3458player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3495 3462
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3463 if (pl->combat_ob == ob)
3497 if (pl->ranges[i] == ob) { 3464 pl->combat_ob = 0;
3498 pl->ranges[i] = NULL; 3465
3499 if (pl->shoottype == i) { 3466 if (pl->ranged_ob == ob)
3500 pl->shoottype = range_none; 3467 pl->ranged_ob = 0;
3501 }
3502 }
3503 }
3504} 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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