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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
122 { 308 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 309 case SKILL:
124 break; 310 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; 311 break;
167 } 312
168 strncat(news+size,buf,HUGE_BUF-size); 313 case WAND:
169 size+=strlen(buf); 314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
170 } 323 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 324
181int playername_ok(const char *cp) { 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
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} 326}
190 327
191/* This no longer sets the player map. Also, it now updates 328void
192 * all the pointers so the caller doesn't need to do that. 329player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 330{
194 */ 331 observe = op ? op : ob;
332 do_los = 1;
333}
195 334
196/* Redo this to do both get_player_ob and get_player. 335player::player ()
197 * Hopefully this will be less bugfree and simpler. 336{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 338 * we deal with that below this point.
236 */ 339 */
237 p->party=NULL; 340 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 343
243#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 345
245#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
246 366 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
248 369 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 370
258 roll_stats(op); 371 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 372}
300 373
301 374player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 375{
305 strcpy(op->contr->maplevel, first_map_path); 376 /* Clear item stack */
306 op->x = -1; 377 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 378}
310 379
311/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 381 * All we can really get in this is some settings like host and display
313 * mode. 382 * mode.
314 */ 383 */
384player *
385player::create ()
386{
387 player *pl = new player;
315 388
316int add_player(NewSocket *ns) { 389 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 390
319 p=get_player(NULL); 391 pl->ob->roll_stats ();
320 p->socket = *ns; 392 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 393 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 394
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 395 set_first_map (pl->ob);
331 396
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 397 return pl;
339} 398}
340 399
341/* 400/*
342 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
345 */ 404 */
405archetype *
346archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
347{ 407{
348 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
349 for (;;) { 410 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 411 {
361} 412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
362 416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420}
363 421
422object *
364object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
365 object *op = NULL; 425 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 426 objectlink *ol;
368 unsigned lastdist; 427 unsigned lastdist;
369 rv_vector rv; 428 rv_vector rv;
370 429
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 431 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 433 continue;
398 434
399 if(lastdist>rv.distance) { 435 if (lastdist > rv.distance)
436 {
400 op=ol->ob; 437 op = ol->ob;
401 lastdist=rv.distance; 438 lastdist = rv.distance;
402 } 439 }
403 } 440 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 441
442 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 443 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 445 {
412 } 446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
413#if 0 450#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 452#endif
416 return op; 453 return op;
417} 454}
418 455
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 456/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 457 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 473 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 474 * is probably not a good thing.
438 */ 475 */
439#define MAX_SPACES 50 476#define MAX_SPACES 50
440
441 477
442/* 478/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 480 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 481 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 494 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 495 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 496 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 497 * is blocking itself.
462 */ 498 */
499int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
464 rv_vector rv; 502 rv_vector rv;
465 sint16 x,y; 503 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
468 506
469 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
470 508
471 if (rv.distance<mindiff) return 0; 509 if (rv.distance < mindiff)
510 return 0;
472 511
473 x=mon->x; 512 x = mon->x;
474 y=mon->y; 513 y = mon->y;
475 m=mon->map; 514 m = mon->map;
476 dir = rv.direction; 515 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
479 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 520 if (diff > max)
521 return 0;
522
481 while (diff >1 && max>0) { 523 while (diff > 1 && max > 0)
524 {
482 lastx = x; 525 lastx = x;
483 lasty = y; 526 lasty = y;
484 lastmap = m; 527 lastmap = m;
485 x = lastx + freearr_x[dir]; 528 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 529 y = lasty + freearr_y[dir];
487 530
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 531 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 533
491 /* Space is blocked - try changing direction a little */ 534 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
494 /* recalculate direction from last good location. Possible 538 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 539 * we were not traversing ideal location before.
496 */ 540 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 542 if (rv.direction != dir)
543 {
499 /* OK - says direction should be different - lets reset the 544 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 545 * the values so it will try again.
501 */ 546 */
502 x = lastx; 547 x = lastx;
503 y = lasty; 548 y = lasty;
504 m = lastmap; 549 m = lastmap;
505 dir = firstdir = rv.direction; 550 dir = firstdir = rv.direction;
551 }
506 } else { 552 else
553 {
507 /* direct path is blocked - try taking a side step to 554 /* direct path is blocked - try taking a side step to
508 * either the left or right. 555 * either the left or right.
509 * Note increase the values in the loop below to be 556 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 557 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 558 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 559 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 560 * stepping back and forth
514 */ 561 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 565 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 566 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 567 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 568 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 569 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 570 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 571 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 572 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 573 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 574 * the last direction the creature has successfully
526 * moved. 575 * moved.
527 */ 576 */
528 577
529 x = lastx + freearr_x[absdir(lastdir+i)]; 578 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 579 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 580 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 581 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 582 if (mflags & P_OUT_OF_MAP)
583 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 587 if (mflags & P_BLOCKSVIEW)
588 continue;
537 589
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
539 } 592 }
540 /* go through entire loop without finding a valid 593 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 594 * sidestep to take - thus, no valid path.
542 */ 595 */
543 if (i==(DETOUR_AMOUNT+1)) 596 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 597 return 0;
545 diff--; 598 diff--;
546 lastdir=dir; 599 lastdir = dir;
547 max--; 600 max--;
548 if (!firstdir) firstdir = dir+i; 601 if (!firstdir)
602 firstdir = dir + i;
549 } /* else check alternate directions */ 603 } /* else check alternate directions */
550 } /* if blocked */ 604 } /* if blocked */
551 else { 605 else
606 {
552 /* we moved towards creature, so diff is less */ 607 /* we moved towards creature, so diff is less */
553 diff--; 608 diff--;
554 max--; 609 max--;
555 lastdir=dir; 610 lastdir = dir;
611 if (!firstdir)
556 if (!firstdir) firstdir = dir; 612 firstdir = dir;
613 }
614
615 if (diff <= 1)
557 } 616 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 618 * headed toward player for entire distance.
561 */ 619 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 622 }
565 if (diff>max) return 0; 623
624 if (diff > max)
625 return 0;
566 } 626 }
627
567 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 629 if (!max)
630 return 0;
569 631
570 return firstdir; 632 return firstdir;
571} 633}
572 634
635void
573void give_initial_items(object *pl,treasurelist *items) { 636give_initial_items (object *pl, treasurelist * items)
637{
574 object *op,*next=NULL; 638 object *op, *next = NULL;
575 639
576 if(pl->randomitems!=NULL) 640 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 642
579 for (op=pl->inv; op; op=next) { 643 for (op = pl->inv; op; op = next)
644 {
580 next = op->below; 645 next = op->below;
581 646
582 /* Forces get applied per default, unless they have the 647 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 648 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 649 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 651 SET_FLAG (op, FLAG_APPLIED);
587 652
588 /* we never give weapons/armour if these cannot be used 653 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 654 * by this player due to race restrictions
590 */ 655 */
591 if (pl->type == PLAYER) { 656 if (pl->type == PLAYER)
657 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 660 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 661 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 663 {
602 } 664 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 665 continue;
622 } 666 }
623 if (op->nrof > 1) op->nrof = 1; 667 }
668
669 /* This really needs to be better - we should really give
670 * a substitute spellbook. The problem is that we don't really
671 * have a good idea what to replace it with (need something like
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */
675 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 676 {
677 object *tmp;
625 678
679 for (tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 {
685 op->destroy ();
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
687 continue;
688 }
689
690 if (op->nrof > 1)
691 op->nrof = 1;
692 }
693
626 if (op->type == SPELLBOOK && op->inv) { 694 if (op->type == SPELLBOOK && op->inv)
695 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 697 }
629 698
630 /* Give starting characters identified, uncursed, and undamned 699 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 700 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 701 * merged properly.
633 */ 702 */
634 if (need_identify(op)) { 703 if (need_identify (op))
704 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 705 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 706 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 707 CLEAR_FLAG (op, FLAG_DAMNED);
708 }
709 if (op->type == SPELL)
638 } 710 {
639 if(op->type==SPELL) { 711 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 712 continue;
713 }
714 else if (op->type == SKILL)
643 } 715 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 717 op->stats.exp = 0;
647 op->level = 1; 718 op->level = 1;
648 } 719 }
649 /* lock all 'normal items by default */ 720 /* lock all 'normal items by default */
721 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 722 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 723 } /* for loop of objects in player inv */
652 724
653 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
654 link_player_skills(pl); 726 link_player_skills (pl);
655} 727}
656 728
657void get_name(object *op) { 729void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 730get_party_password (object *op, partylist *party)
731{
734 if (party == NULL) { 732 if (party == NULL)
733 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 734 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 735 return;
737 } 736 }
737
738 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 741 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 742}
743
744 743
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 744/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
745static int
746int roll_stat(void) { 746roll_stat (void)
747{
747 int a[4],i,j,k; 748 int a[4], i, j, k;
748 749
749 for(i=0;i<4;i++) 750 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 751 a[i] = (int) rndm (6) + 1;
751 752
752 for(i=0,j=0,k=7;i<4;i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 754 if (a[i] < k)
754 k=a[i],j=i; 755 k = a[i], j = i;
755 756
756 for(i=0,k=0;i<4;i++) { 757 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 758 if (i != j)
758 k+=a[i]; 759 k += a[i];
759 } 760
760 return k; 761 return k;
761} 762}
762 763
763void roll_stats(object *op) { 764void
765object::roll_stats ()
766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
764 int sum=0; 771 int sum = 0;
765 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
767 774
768 do { 775 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 776 break;
770 op->stats.Dex=roll_stat(); 777 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 778
781 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 781
790 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 784
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 785 stats.exp = 0;
821 op->stats.ac=0; 786 stats.ac = 0;
822 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
823 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
826 797
827 fix_player(op); 798 contr->orig_stats = stats;
799 }
800}
801
802void
803object::swap_stats (int a, int b)
804{
805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806
807 for (int i = 0; i < NUM_STATS; ++i)
808 stats.stat (i) = contr->orig_stats.stat (i);
809
810 //TODO: the following code looks so borked and should, at the very least,
811 // be merged with the similar code in roll_stats
812 stats.ac = 0;
813
814 level = 1;
815 stats.exp = 0;
816 stats.ac = 0;
817
828 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
831 op->contr->orig_stats=op->stats; 828 contr->orig_stats = stats;
829 }
832} 830}
833 831
834void Roll_Again(object *op) 832static void
833start_info (object *op)
835{ 834{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
844 836
845 if ( op->contr->Swap_First == -1 ) { 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 841}
953 842
954/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
958 * not the class. 847 * not the class.
959 */ 848 */
960 849void
961int key_change_class(object *op, char key) 850player::chargen_race_done ()
962{ 851{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
977 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
979 861
980 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
981 863
982 if (op->msg) { 864 if (ob->msg)
983 free_string(op->msg); 865 ob->msg = 0;
984 op->msg=NULL;
985 }
986 866
987 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
988 * to save here. 868 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 869 */
1029 870 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
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 update_object(op,UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op);
1055 fix_player(op);
1056 op->stats.hp=op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp;
1058 op->stats.grace=0;
1059 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg);
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0;
1063}
1064
1065int key_confirm_quit(object *op, char key)
1066{
1067 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
1068
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 op->contr->state=ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072 return 1;
1073 }
1074
1075 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr);
1077
1078 terminate_all_pets(op);
1079 leave_map(op);
1080 op->direction=0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 "%s quits the game.",op->name);
1083
1084 strcpy(op->contr->killer,"quit");
1085 check_score(op);
1086 op->contr->party=NULL;
1087 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0';
1089
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 mapstruct *mp, *next;
1092
1093 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 873 make_path_to_file (buf);
1099 next = mp->next; 874 }
1100 if (!strncmp(mp->path, buf, strlen(buf))) 875
1101 delete_map(mp); 876 start_info (ob);
1102 } 877 CLEAR_FLAG (ob, FLAG_WIZ);
1103 878 give_initial_items (ob, ob->randomitems);
1104 delete_character(op->name, 1); 879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob);
881 ob->update_stats ();
882
883 /* This moves the player to a different start map, if there
884 * is one for this race
885 */
886 if (*first_map_ext_path)
1105 } 887 {
1106 play_again(op); 888 object *tmp;
1107 return 1; 889 char mapname[MAX_BUF];
1108}
1109 890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else
902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
904
905void
906player::chargen_race_next ()
907{
908 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above.
910 */
911
912 do
913 {
914 shstr name = ob->name;
915 int x = ob->x, y = ob->y;
916
917 ob->remove_statbonus ();
918 ob->remove ();
919 ob->arch = get_player_archetype (ob->arch);
920 ob->arch->copy_to (ob);
921 ob->instantiate ();
922 ob->stats = ob->contr->orig_stats;
923 ob->name = ob->name_pl = name;
924 ob->x = x;
925 ob->y = y;
926 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (ob->contr->title, ob->arch->object::name);
929 ob->add_statbonus ();
930 }
931 while (!allowed_class (ob));
932
933 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, ob, ob);
935 ob->update_stats ();
936 ob->stats.hp = ob->stats.maxhp;
937 ob->stats.sp = ob->stats.maxsp;
938 ob->stats.grace = 0;
939}
940
941void
1110void flee_player(object *op) { 942flee_player (object *op)
943{
1111 int dir,diff; 944 int dir, diff;
1112 rv_vector rv; 945 rv_vector rv;
1113 946
1114 if(op->stats.hp < 0) { 947 if (op->stats.hp < 0)
948 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 949 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 950 CLEAR_FLAG (op, FLAG_SCARED);
951 return;
952 }
953
954 if (op->enemy == NULL)
955 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED);
958 return;
959 }
960
961 /* Seen some crashes here. Since we don't store an
962 * op->enemy_count, it is possible that something destroys the
963 * actual enemy, and the object is recycled.
964 */
965 if (op->enemy->map == NULL)
966 {
967 CLEAR_FLAG (op, FLAG_SCARED);
968 op->enemy = NULL;
969 return;
970 }
971
972 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 {
974 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED);
976 return;
977 }
978
979 get_rangevector (op, op->enemy, &rv, 0);
980
981 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++)
983 {
984 int m = 1 - (RANDOM () & 2);
985
986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1117 return; 987 return;
1118 } 988 }
1119 989
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 992 op->enemy = NULL;
1154} 993}
1155
1156 994
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 997 * stop.
1160 */ 998 */
999int
1161int check_pick(object *op) { 1000check_pick (object *op)
1001{
1162 object *tmp, *next; 1002 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1003 int stop = 0;
1165 int j, k, wvratio; 1004 int wvratio;
1166 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1167
1168 1006
1169 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1171 return 1; 1009 return 1;
1172 1010
1173 op_tag = op->count;
1174
1175 next = op->below; 1011 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1012
1179 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 1014 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1015 while (next && !next->destroyed ())
1182 { 1016 {
1183 tmp = next; 1017 tmp = next;
1184 next = tmp->below; 1018 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1019
1188 if (was_destroyed (op, op_tag)) 1020 if (op->destroyed ())
1189 return 0; 1021 return 0;
1190 1022
1191 if ( ! can_pick (op, tmp)) 1023 if (!can_pick (op, tmp))
1192 continue; 1024 continue;
1193 1025
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1027 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1028 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1029 pick_up (op, tmp);
1198 continue; 1030 continue;
1199 } 1031 }
1200 1032
1201 /* high not bit set? We're using the old autopickup model */ 1033 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1034 if (!(op->contr->mode & PU_NEWMODE))
1035 {
1203 switch (op->contr->mode) { 1036 switch (op->contr->mode)
1037 {
1038 case 0:
1204 case 0: return 1; /* don't pick up */ 1039 return 1; /* don't pick up */
1040 case 1:
1205 case 1: pick_up (op, tmp); 1041 pick_up (op, tmp);
1206 return 1; 1042 return 1;
1043 case 2:
1207 case 2: pick_up (op, tmp); 1044 pick_up (op, tmp);
1208 return 0; 1045 return 0;
1046 case 3:
1209 case 3: return 0; /* stop before pickup */ 1047 return 0; /* stop before pickup */
1048 case 4:
1210 case 4: pick_up (op, tmp); 1049 pick_up (op, tmp);
1211 break; 1050 break;
1051 case 5:
1212 case 5: pick_up (op, tmp); 1052 pick_up (op, tmp);
1213 stop = 1; 1053 stop = 1;
1214 break; 1054 break;
1215 case 6: 1055 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1057 pick_up (op, tmp);
1219 break; 1058 break;
1220 1059
1221 case 7: 1060 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1061 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1062 pick_up (op, tmp);
1224 break; 1063 break;
1225 1064
1226 default: 1065 default:
1227 /* use value density */ 1066 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1069 pick_up (op, tmp);
1233 } 1070 }
1234 } 1071 }
1235 else { /* old model */ 1072 else
1073 { /* old model */
1236 /* NEW pickup handling */ 1074 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG) 1075 if (op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 { 1076 {
1257 sprintf(tmpstr,"%d ",k*32+j); 1077 /* some debugging code to figure out item information */
1258 strcat(putstring, tmpstr); 1078 if (tmp->name != NULL)
1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1081 else
1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1084
1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1259 } 1086 }
1087
1088 /* philosophy:
1089 * It's easy to grab an item type from a pile, as long as it's
1090 * generic. This takes no game-time. For more detailed pickups
1091 * and selections, select-items should be used. This is a
1092 * grab-as-you-run type mode that's really useful for arrows for
1093 * example.
1094 * The drawback: right now it has no frontend, so you need to
1095 * stick the bits you want into a calculator in hex mode and then
1096 * convert to decimal and then 'pickup <#>
1097 */
1098
1099 /* the first two modes are exclusive: if NOTHING we return, if
1100 * STOP then we stop. All the rest are applied sequentially,
1101 * meaning if any test passes, the item gets picked up. */
1102
1103 /* if mode is set to pick nothing up, return */
1104
1105 if (op->contr->mode & PU_NOTHING)
1106 return 1;
1107
1108 /* if mode is set to stop when encountering objects, return */
1109 /* take STOP before INHIBIT since it doesn't actually pick
1110 * anything up */
1111
1112 if (op->contr->mode & PU_STOP)
1113 return 0;
1114
1115 /* useful for going into stores and not losing your settings... */
1116 /* and for battles wher you don't want to get loaded down while
1117 * fighting */
1118 if (op->contr->mode & PU_INHIBIT)
1119 return 1;
1120
1121 /* prevent us from turning into auto-thieves :) */
1122 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1123 continue;
1124
1125 /* ignore known cursed objects */
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1127 continue;
1128
1129 /* all food and drink if desired */
1130 /* question: don't pick up known-poisonous stuff? */
1131 if (op->contr->mode & PU_FOOD)
1132 if (tmp->type == FOOD)
1133 {
1134 pick_up (op, tmp);
1135 continue;
1136 }
1137
1138 if (op->contr->mode & PU_DRINK)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1140 {
1141 pick_up (op, tmp);
1142 continue;
1143 }
1144
1145 if (op->contr->mode & PU_POTION)
1146 if (tmp->type == POTION)
1147 {
1148 pick_up (op, tmp);
1149 continue;
1150 }
1151
1152 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL)
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL)
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 if (op->contr->mode & PU_VALUABLES)
1191 {
1192 if (tmp->type == MONEY || tmp->type == GEM)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1260 } 1197 }
1198
1199 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON)
1283 {
1284 if (tmp->type == WEAPON && tmp->name != NULL)
1285 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292 }
1293
1294 if (tmp->type == WEAPON && tmp->name == NULL)
1295 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301 }
1261 } 1302 }
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263 1303
1304 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */
1314 if (op->contr->mode & PU_RATIO)
1315 {
1316 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits
1319 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322 {
1323 pick_up (op, tmp);
1264#if 0 1324#if 0
1265 /* print the flags too */ 1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1326 if (tmp->name != NULL)
1267 { 1327 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1328 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1329 }
1270 { 1330 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1272 if(!((j+1)%4))fprintf(stderr," "); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276#endif 1334#endif
1277 } 1335 continue;
1278 /* philosophy: 1336 }
1279 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for
1283 * example.
1284 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#>
1287 */
1288
1289 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */
1292
1293 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1;
1296
1297 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0;
1302
1303 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while
1305 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1;
1307
1308 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310
1311 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313
1314 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 if(op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322
1323 if(op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326
1327 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 if(op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 if(op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337
1338 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342
1343 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347
1348 if(op->contr->mode & PU_VALUABLES)
1349 {
1350 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 }
1353
1354 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358
1359 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 if(op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366
1367 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 if(op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 if(op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 if(op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 if(op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 if(op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386
1387 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391
1392 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 }
1401 if(tmp->type == WEAPON && tmp->name==NULL)
1402 {
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408
1409 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413
1414 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */
1416 if(op->contr->mode & PU_RATIO)
1417 {
1418 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424 {
1425 pick_up(op, tmp);
1426#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) {
1429 fprintf(stderr,"%s", tmp->name);
1430 } 1337 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1338 } /* the new pickup model */
1432 fprintf(stderr,",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434#endif
1435 continue;
1436 }
1437 } 1339 }
1438 } /* the new pickup model */ 1340
1439 }
1440 return ! stop; 1341 return !stop;
1441} 1342}
1442 1343
1443/* 1344/*
1444 * Find an arrow in the inventory and after that 1345 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1346 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1347 * found object is returned.
1447 */ 1348 */
1349object *
1448object *find_arrow(object *op, const char *type) 1350find_arrow (object *op, const char *type)
1449{ 1351{
1450 object *tmp = NULL; 1352 object *tmp = 0;
1451 1353
1452 for(op=op->inv; op; op=op->below) 1354 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1456 else if (op->type==ARROW && op->race==type) 1357 else if (op->type == ARROW && op->race == type)
1457 return op; 1358 return splay (op);
1359
1458 return tmp; 1360 return tmp;
1459} 1361}
1460 1362
1461/* 1363/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test 1365 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down 1366 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow. 1367 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1368 */
1467 1369object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1371{
1470 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1472 1374
1473 if (!type) 1375 if (!type)
1474 return NULL; 1376 return NULL;
1475 1377
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1378 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1379 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1381 {
1479 i = 0; 1382 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1383 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1384 if (i > betterby)
1385 {
1482 tmp = ntmp; 1386 tmp = ntmp;
1483 betterby = i; 1387 betterby = i;
1484 } 1388 }
1389 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1390 else if (arrow->type == ARROW && arrow->race == type)
1391 {
1486 /* allways prefer assasination/slaying */ 1392 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1394 {
1489 if (arrow->attacktype & AT_DEATH) { 1395 if (arrow->attacktype & AT_DEATH)
1396 {
1490 *better = 100; 1397 *better = 100;
1491 return arrow; 1398 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1399 }
1496 } else { 1400 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1401 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1402 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1403 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1404 }
1513 } 1405 }
1406 else
1407 {
1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1409 {
1410 attacktype = 1 << attacknum;
1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1413 {
1414 tmp = arrow;
1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1416 }
1417 }
1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1419 {
1420 tmp = arrow;
1421 betterby = 2 + arrow->magic + arrow->stats.dam;
1422 }
1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1424 {
1425 tmp = arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 }
1514 } 1428 }
1429 }
1515 } 1430 }
1516 if (tmp == NULL && arrow == NULL) 1431 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1432 return find_arrow (op, type);
1518 1433
1519 *better = betterby; 1434 *better = betterby;
1520 return tmp; 1435 return tmp;
1521} 1436}
1522 1437
1523/* looks in a given direction, finds the first valid target, and calls 1438/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1440 * op = the shooter
1526 * type = bow->race 1441 * type = bow->race
1527 * dir = fire direction 1442 * dir = fire direction
1528 */ 1443 */
1529 1444object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1531{ 1446{
1532 object *tmp = NULL; 1447 object *tmp = NULL;
1533 mapstruct *m; 1448 maptile *m;
1534 int i, mflags, found, number; 1449 int i, mflags, found, number;
1535 sint16 x, y; 1450 sint16 x, y;
1536 1451
1537 if (op->map == NULL) 1452 if (op->map == NULL)
1538 return find_arrow(op, type); 1453 return find_arrow (op, type);
1539 1454
1540 /* do a dex check */ 1455 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1456 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1457 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1458 return find_arrow (op, type);
1544 1459
1545 m = op->map; 1460 m = op->map;
1546 x = op->x; 1461 x = op->x;
1547 y = op->y; 1462 y = op->y;
1548 1463
1549 /* find the first target */ 1464 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1465 for (i = 0, found = 0; i < 20; i++)
1466 {
1551 x += freearr_x[dir]; 1467 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1468 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1469 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 {
1555 tmp = NULL; 1472 tmp = NULL;
1473 break;
1474 }
1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 {
1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1478 * perhaps a bad assumption.
1479 */
1480 tmp = NULL;
1481 break;
1482 }
1483 if (mflags & P_IS_ALIVE)
1484 {
1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1486 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1487 {
1488 found++;
1489 break;
1490 }
1491 if (found)
1556 break; 1492 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1493 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1494 }
1574 if (tmp == NULL) 1495 if (tmp == NULL)
1575 return find_arrow(op, type); 1496 return find_arrow (op, type);
1576 1497
1577 if (tmp->head) 1498 if (tmp->head)
1578 tmp = tmp->head; 1499 tmp = tmp->head;
1579 1500
1580 return find_better_arrow(op, tmp, type, &i); 1501 return find_better_arrow (op, tmp, type, &i);
1581} 1502}
1582 1503
1583/* 1504/*
1584 * Creature fires a bow - op can be monster or player. Returns 1505 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1506 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1509 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1510 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special 1511 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1512 * player fire modes.
1592 */ 1513 */
1514int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1516{
1596 object *left, *bow; 1517 object *left, *bow;
1597 tag_t left_tag, tag; 1518 int mflags;
1598 int bowspeed, mflags; 1519 maptile *m;
1599 mapstruct *m;
1600 1520
1601 if (!dir) { 1521 if (!dir)
1522 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1524 return 0;
1525 }
1526
1527 if (op->contr)
1528 bow = op->current_weapon;
1529 else
1604 } 1530 {
1605 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow];
1607 else {
1608 for(bow=op->inv; bow; bow=bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1611 */ 1534 */
1612 if(bow->type==BOW) 1535 if (bow->type == BOW)
1613 break; 1536 break;
1614 1537
1615 if (!bow) { 1538 if (!bow)
1539 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1541 return 0;
1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1618 } 1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1619 } 1551 }
1552
1620 if( !bow->race || !bow->skill) { 1553 if (!bow->race || !bow->skill)
1554 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1556 return 0;
1623 } 1557 }
1624 1558
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626
1627 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632
1633 if (arrow == NULL) { 1559 if (arrow == NULL)
1560 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1562 {
1635 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1566 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1641 return 0; 1569 return 0;
1642 } 1570 }
1643 } 1571 }
1572
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1574 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1575 return 0;
1647 } 1576
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1578 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1580 return 0;
1651 } 1581 }
1652 1582
1653 /* this should not happen, but sometimes does */ 1583 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1584 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1585 {
1656 free_object(arrow); 1586 arrow->destroy ();
1657 return 0; 1587 return 0;
1658 } 1588 }
1659 1589
1660 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1592 if (!arrow)
1593 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1595 return 0;
1667 } 1596 }
1668 set_owner(arrow, op); 1597
1669 if (arrow->skill) free_string(arrow->skill); 1598 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1599 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1600 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1601
1676 if (op->type == PLAYER) {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1678 fix_player(op);
1679 }
1680
1681 SET_ANIMATION(arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1683 arrow->stats.hp = arrow->stats.dam; 1603 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1605
1685 if (arrow->slaying != NULL) 1606 if (arrow->slaying)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1687 1608
1688 /* Note that this was different for monsters - they got their level 1609#if 0
1689 * added to the damage. I think the strength bonus is more proper. 1610 if (player *pl = op->contr)
1690 */
1691 1611 {
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1612 float speed = pl->weapon_sp;
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1696 /* update the speed */ 1626 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1698 0 : dam_bonus[op->stats.Str]) +
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0; 1628 + bow->stats.dam / 7.f;
1701 1629
1702 if (arrow->speed < 1.0) 1630 arrow->set_speed (max (arrow->speed, 2.f));
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1706 1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1707 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1636 {
1709 (op->chosen_skill?op->chosen_skill->level:op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1638 wc -= dex_bonus[op->stats.Dex];
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717 1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1644 }
1645 else
1646 {
1718 arrow->level = op->level; 1647 arrow->level = op->level;
1719 } 1648 arrow->stats.wc -= bow->magic;
1720 if (arrow->attacktype == AT_PHYSICAL) 1649
1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1721 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL) 1654 }
1723 arrow->slaying = add_string(bow->slaying);
1724 1655
1725 arrow->map = m; 1656 wc -= arrow->level;
1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1726 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1662
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1730 tag = arrow->count; 1664 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1665
1733 if (!was_destroyed(arrow, tag)) 1666 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1667 move_arrow (arrow);
1735 1668
1736 if (op->type == PLAYER) { 1669 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1670 {
1671 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1672 esrv_del_item (op->contr, left->count);
1739 else 1673 else
1740 esrv_send_item(op, left); 1674 esrv_send_item (op, left);
1741 } 1675 }
1676
1742 return 1; 1677 return 1;
1743} 1678}
1744 1679
1745/* Special fire code for players - this takes into 1680/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1681 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1682 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1683 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1684 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1685 * hence the function name.
1751 */ 1686 */
1687int
1752int player_fire_bow(object *op, int dir) 1688player_fire_bow (object *op, int dir)
1753{ 1689{
1754 int ret=0, wcmod=0; 1690 int ret = 0, wcmod = 0;
1755 1691
1756 if (op->contr->bowtype == bow_bestarrow) { 1692 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1693 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1759 dir, 0, op->x, op->y); 1695 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1699 wcmod = -1;
1700
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 1702 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1703 else if (op->contr->bowtype == bow_threewide)
1704 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 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)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1707 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1709 else if (op->contr->bowtype == bow_spreadshot)
1710 {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 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);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 1714 }
1774 } else { 1715 else
1716 {
1775 /* Simple case */ 1717 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 } 1719 }
1720
1778 return ret; 1721 return ret;
1779} 1722}
1780
1781 1723
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1784 */ 1726 */
1727void
1785void fire_misc_object(object *op, int dir) 1728fire_misc_object (object *op, int dir)
1786{ 1729{
1787 object *item; 1730 object *item = op->contr->ranged_ob;
1788 1731
1789 if (!op->contr->ranges[range_misc]) { 1732 if (!item)
1733 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 1735 return;
1792 } 1736 }
1793 1737
1794 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1738 if (!item->inv)
1739 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1741 return;
1798 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1799 if (item->type == WAND) { 1747 if (item->type == WAND)
1748 {
1800 if(item->stats.food<=0) { 1749 if (item->stats.food <= 0)
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1750 {
1751 op->contr->play_sound (sound_find ("wand_poof"));
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
1803 return; 1754 return;
1804 } 1755 }
1756 }
1805 } else if (item->type == ROD || item->type==HORN) { 1757 else if (item->type == ROD || item->type == HORN)
1758 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1808 if (item->type== ROD) 1763 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1765 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813 "The %s needs more time to charge.", query_base_name(item,0)); 1767
1814 return; 1768 return;
1815 } 1769 }
1816 } 1770 }
1817 1771
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1773 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1821 if (!(--item->stats.food)) { 1777 if (!(--item->stats.food))
1778 {
1822 object *tmp; 1779 object *tmp;
1780
1823 if (item->arch) { 1781 if (item->arch)
1782 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1826 item->speed = 0; 1785 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1786 }
1787
1829 if ((tmp=is_player_inv(item))) 1788 if ((tmp = item->in_player ()))
1830 esrv_update_item(UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1790 }
1832 } 1791 }
1833 else if (item->type == ROD || item->type==HORN) { 1792 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1793 drain_rod_charge (item);
1835 }
1836 } 1794 }
1837} 1795}
1838 1796
1839/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1840 */ 1798 */
1799bool
1841void fire(object *op,int dir) { 1800fire (object *op, int dir)
1801{
1842 int spellcost=0; 1802 int spellcost = 0;
1843 1803
1844 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1805 if (action_makes_visible (op))
1806 make_visible (op);
1846 1807
1847 switch(op->contr->shoottype) { 1808 player *pl = op->contr;
1848 case range_none:
1849 return;
1850 1809
1851 case range_bow: 1810 if (pl->golem)
1811 {
1812 control_golem (op->contr->golem, dir);
1813 return false;
1814 }
1815
1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1819 return false;
1820
1821 if (!op->change_weapon (ob))
1822 return false;
1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1828
1829 switch (ob->type)
1830 {
1831 case BOW:
1852 player_fire_bow(op, dir); 1832 player_fire_bow (op, dir);
1853 return; 1833 break;
1854 1834
1855 case range_magic: /* Casting spells */ 1835 case SPELL:
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1857 return; 1837 break;
1858 1838
1859 case range_misc: 1839 case BUILDER:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir ); 1840 apply_map_builder (op, dir);
1884 return; 1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
1885 default: 1847 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1848 fire_misc_object (op, dir);
1887 return; 1849 break;
1888 } 1850 }
1889}
1890 1851
1891 1852 return true;
1853}
1892 1854
1893/* find_key 1855/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1860 * pl is the player,
1899 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1902 */ 1864 */
1903 1865object *
1904object * find_key(object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1905{ 1867{
1906 object *tmp,*key; 1868 object *tmp, *key;
1907 1869
1908 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 1871 if (!container->inv)
1872 return 0;
1910 1873
1911 /* First, lets try to find a key in the top level inventory */ 1874 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 1877 if (door->type == DOOR && tmp->type == KEY)
1878 break;
1914 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1916 */ 1881 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 1883 break;
1919 } 1884 }
1885
1920 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 1887 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find 1888 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 1889 * a key, return
1924 */ 1890 */
1925 if (!tmp) { 1891 if (!tmp)
1892 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1927 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 1896 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1898 if ((key = find_key (pl, tmp, door)))
1899 return key;
1930 } 1900 }
1931 } 1901 }
1902
1903 if (!tmp)
1932 if (!tmp) return NULL; 1904 return NULL;
1933 } 1905 }
1906
1934 /* We get down here if we have found a key. Now if its in a container, 1907 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it 1908 * see if we actually want to use it
1936 */ 1909 */
1937 if (pl!=container) { 1910 if (pl != container)
1911 {
1938 /* Only let players use keys in containers */ 1912 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 1913 if (!pl->contr)
1914 return NULL;
1940 /* cases where this fails: 1915 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1916 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1917 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1918 * If the container is not active, return now since only active
1944 * containers can be used. 1919 * containers can be used.
1945 * If we only search keyrings and the container does not have 1920 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 1921 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 1922 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 1923 * inv must have been an container and must have been active.
1949 * 1924 *
1950 * Change the color so that the message doesn't disappear with 1925 * Change the color so that the message doesn't disappear with
1951 * all the others. 1926 * all the others.
1952 */ 1927 */
1953 if (pl->contr->usekeys == key_inventory || 1928 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 1929 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 1931 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 query_name(tmp), query_name(container));
1961 return NULL; 1934 return NULL;
1962 } 1935 }
1963 } 1936 }
1937
1964 return tmp; 1938 return tmp;
1965} 1939}
1966 1940
1967/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1943 * such that the caller should not do anything more,
1970 * 0 otherwise 1944 * 0 otherwise
1971 */ 1945 */
1946static int
1972static int player_attack_door(object *op, object *door) 1947player_attack_door (object *op, object *door)
1973{ 1948{
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1978 */ 1952 */
1979 object *key=find_key(op, op, door); 1953 object *key = find_key (op, op, door);
1980 1954
1981 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1982 if (key) { 1956 if (key)
1957 {
1983 object *container=key->env; 1958 object *container = key->env;
1984 1959
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 if(action_makes_visible(op)) make_visible(op); 1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1964 spring_trap (door->inv, op);
1965
1988 if (door->type == DOOR) { 1966 if (door->type == DOOR)
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) { 1968 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1969 {
1993 "You open the door with the %s", query_short_name(key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2(door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1972 }
1973
1996 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
1999 if (container != op) 1977 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2001 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1981 }
2002 } else if (door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1983 {
2003 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2005 return 1; 1986 return 1;
2006 } 1987 }
1988
2007 return 0; 1989 return 0;
2008} 1990}
2009 1991
2010/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2015 */ 1997 */
2016 1998bool
2017void move_player_attack(object *op, int dir) 1999move_player_attack (object *op, int dir)
2018{ 2000{
2019 object *tmp, *mon;
2020 sint16 nx, ny;
2021 int on_battleground; 2001 int on_battleground;
2022 mapstruct *m;
2023 2002
2024 nx=freearr_x[dir]+op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2026 2005
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2028 2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2016
2029 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2024 * move_ob uses.
2037 */ 2025 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2026 maptile *m = op->map->xy_find (nx, ny);
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2040 m = get_map_from_coord(op->map, &nx, &ny);
2041 if (!m) return; /* Don't think this should happen */
2042 }
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2047 return;
2048 }
2049 2027
2050 mon = NULL;
2051 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2052 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2053 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2054 * on the space 2031 * on the space
2032 */
2033 object *mon;
2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2035 {
2036 if ((mon->flag [FLAG_ALIVE]
2037 || mon->type == LOCKED_DOOR
2038 || mon->flag [FLAG_CAN_ROLL])
2039 && mon != op)
2040 break;
2041 }
2042
2043 if (!mon) /* This happens anytime the player tries to move */
2044 return false; /* into a wall */
2045
2046 mon = mon->head_ ();
2047
2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2050 if (player_attack_door (op, mon))
2055 */ 2051 {
2056 while (tmp!=NULL) { 2052 --op->contr->weapon_sp_left;
2057 if (tmp == op) { 2053 return true;
2058 tmp=tmp->above; 2054 }
2059 continue; 2055
2056 /* The following deals with possibly attacking peaceful
2057 * or friendly creatures. Basically, all players are considered
2058 * unaggressive. If the moving player has peaceful set, then the
2059 * object should be pushed instead of attacked. It is assumed that
2060 * if you are braced, you will not attack friends accidently,
2061 * and thus will not push them.
2062 */
2063
2064 /* If the creature is a pet, push it even if the player is not
2065 * peaceful. Our assumption is the creature is a pet if the
2066 * player owns it and it is either friendly or unagressive.
2067 */
2068 if (op->type == PLAYER
2069 && ((mon->owner && mon->owner->contr
2070 && same_party (mon->owner->contr->party, op->contr->party))
2071 || mon->owner == op)
2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2073 {
2074 /* If we're braced, we don't want to switch places with it */
2075 if (op->contr->braced)
2076 return false;
2077
2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op);
2084
2085 if (op->contr->tmp_invis || op->hide)
2086 make_visible (op);
2087
2088 return true;
2089 }
2090 else
2091 return false;
2092 }
2093
2094 /* in certain circumstances, you shouldn't attack friendly
2095 * creatures. Note that if you are braced, you can't push
2096 * someone, but put it inside this loop so that you won't
2097 * attack them either.
2098 */
2099 if ((mon->type == PLAYER || mon->enemy != op)
2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2101 && ((op->contr->peaceful
2102 || (mon->type == PLAYER && mon->contr->peaceful))
2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 if (!op->contr->braced)
2110 {
2111 op->play_sound (sound_find ("push_player"));
2112 push_ob (mon, dir, op);
2060 } 2113 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2114 else
2062 mon = tmp; 2115 op->statusmsg ("You withhold your attack");
2063 break;
2064 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072 2116
2073 if(mon->head != NULL) 2117 if (op->contr->tmp_invis || op->hide)
2074 mon = mon->head; 2118 make_visible (op);
2075 2119
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2120 return true;
2077 if (player_attack_door(op, mon)) return;
2078
2079 /* The following deals with possibly attacking peaceful
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */
2086
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 { 2121 }
2104 /* If we're braced, we don't want to switch places with it */ 2122 }
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) {
2127 if (!op->contr->braced) {
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 (void) push_ob(mon,dir,op);
2130 } else {
2131 new_draw_info(0, 0,op,"You withhold your attack");
2132 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2125 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2140 recursive_roll(mon,dir,op); 2132 recursive_roll (mon, dir, op);
2141 if(action_makes_visible(op)) make_visible(op); 2133 if (action_makes_visible (op))
2142 } 2134 make_visible (op);
2143 2135
2136 return true;
2137 }
2138 }
2144 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2149 */ 2144 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL || 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2153 op->contr->party!=mon->contr->party))) { 2147 {
2154 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 } 2149 {
2182 } /* if player should attack something */ 2150 --op->contr->weapon_sp_left;
2183}
2184 2151
2152 skill_attack (mon, op, 0, 0, 0);
2153
2154 if (action_makes_visible (op))
2155 make_visible (op);
2156
2157 return true;
2158 }
2159 }
2160
2161 return false;
2162}
2163
2164bool
2185int move_player(object *op,int dir) { 2165move_player (object *op, int dir)
2166{
2186 int pick; 2167 int pick;
2187 2168
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2170 return 0;
2171
2172 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9))
2174 {
2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2176 return 0;
2177 }
2178
2179 /* peterm: added following line */
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182
2183 op->facing = dir;
2184
2185 if (op->hide)
2186 do_hidden_move (op);
2187
2188 bool retval;
2189
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2191 retval = RESULT_INT (0);
2192 else if (op->contr->fire_on)
2193 retval = fire (op, dir);
2194 else
2195 {
2196 retval = move_player_attack (op, dir);
2197 pick = check_pick (op);
2198 }
2199
2200 /* Add special check for newcs players and fire on - this way, the
2201 * server can handle repeat firing.
2202 */
2203 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2204 op->direction = dir;
2205 else
2206 op->direction = 0;
2207
2208 /* Update how the player looks. Use the facing, so direction may
2209 * get reset to zero. This allows for full animation capabilities
2210 * for players.
2211 */
2212 animate_object (op, op->facing);
2213
2214 return retval;
2229} 2215}
2230 2216
2231/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2218 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2220 * the new speed values for commands.
2235 * 2221 *
2236 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2237 */ 2225 */
2226bool
2238int handle_newcs_player(object *op) 2227handle_newcs_player (object *op)
2239{ 2228{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2230 {
2231 if (op->speed_left > 0.f)
2232 {
2233 --op->speed_left;
2257 flee_player(op); 2234 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2235
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0; 2236 return true;
2262 } 2237 }
2238 else
2239 return false;
2263 } 2240 }
2264 2241
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2244 * called, so we recheck it here.
2280 */ 2245 */
2281 HandleClient(&op->contr->socket, op->contr); 2246 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2247 return true;
2283 2248
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2250 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2251
2294 else return 0; 2252 return false;
2295 } 2253}
2254
2255int
2256save_life (object *op)
2257{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2259 return 0;
2297}
2298 2260
2299int save_life(object *op) { 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2300 object *tmp; 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 {
2264 op->play_sound (sound_find ("ob_evaporate"));
2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2266
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy ();
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272
2273 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp;
2275
2276 if (op->stats.food < 0)
2277 op->stats.food = 999;
2278
2279 op->update_stats ();
2303 return 0; 2280 return 1;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 } 2281 }
2282
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2285 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2286 return 0;
2327} 2287}
2328 2288
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2332 * from. 2292 * from.
2333 */ 2293 */
2294static void
2334void remove_unpaid_objects(object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2335{ 2296{
2336 object *next;
2337
2338 while (op) { 2297 while (op)
2298 {
2339 next=op->below; /* Make sure we have a good value, in case 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 * we remove object 'op' 2300
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2302 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2305
2306 op->insert_at (env);
2349 } 2307 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2308 else if (op->inv)
2309 drop_unpaid_items (op->inv, env);
2310
2351 op=next; 2311 op = next;
2352 } 2312 }
2353} 2313}
2354 2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2355 2321
2356/* 2322/*
2357 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2326 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2327 * but there isn't one in the server directory.
2362 */ 2328 */
2329char *
2363char *gravestone_text (object *op) 2330gravestone_text (object *op)
2364{ 2331{
2365 static char buf2[MAX_BUF]; 2332 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2333 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2334 time_t now = time (NULL);
2368 2335
2369 strcpy (buf2, " R.I.P.\n\n"); 2336 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2337 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2339 else
2373 sprintf (buf, "%s\n", op->name); 2340 sprintf (buf, "%s\n", &op->name);
2341
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2343 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2344 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2345 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2346 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2350 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2351 if (op->type == PLAYER)
2352 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2355 strcat (buf2, buf);
2386 } 2356 }
2357
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2360 strcat (buf2, buf);
2361
2390 return buf2; 2362 return buf2;
2391} 2363}
2392 2364
2393 2365void
2394
2395void do_some_living(object *op) { 2366do_some_living (object *op)
2367{
2396 int last_food=op->stats.food; 2368 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2369 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2370 int over_hp, over_sp, over_grace;
2399 int i; 2371 int i;
2400 int rate_hp = 1200; 2372 int rate_hp = 1200;
2401 int rate_sp = 2500; 2373 int rate_sp = 2500;
2402 int rate_grace = 2000; 2374 int rate_grace = 2000;
2403 const int max_hp = 1; 2375 const int max_hp = 1;
2404 const int max_sp = 1; 2376 const int max_sp = 1;
2405 const int max_grace = 1; 2377 const int max_grace = 1;
2406 2378
2407 if (op->contr->outputs_sync) { 2379 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2380 {
2409 if (op->contr->outputs[i].buf!=NULL && 2381 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2382 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2412 } 2388 }
2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2390 {
2391 if (!op->invisible--)
2392 {
2393 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395 }
2396 }
2413 2397
2414 if(op->contr->state==ST_PLAYING) { 2398 if (op->contr->ns->state == ST_PLAYING)
2415 2399 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2402 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2404 else
2405 {
2421 gen_hp = op->stats.maxhp; 2406 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2408 }
2409
2424 if(op->contr->gen_sp >= 0 ) 2410 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2412 else
2413 {
2427 gen_sp = op->stats.maxsp; 2414 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2416 }
2417
2430 if(op->contr->gen_grace >= 0) 2418 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2420 else
2421 {
2433 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 } 2424 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2425
2471 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2428 if (--op->last_grace < 0)
2429 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2430 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2476 if(max_grace>1) { 2433 if (max_grace > 1)
2434 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2436 if (over_grace > 0)
2437 {
2479 op->stats.sp += over_grace 2438 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2439 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2440 op->last_grace = 0;
2441 }
2482 } else { 2442 else
2443 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2444 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2445 }
2484 } 2446 }
2485 } else { 2447 else
2448 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2450 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 } 2452 }
2453
2454 if (op->stats.food > 0)
2504 } 2455 {
2505 if(max_hp>1) { 2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460
2461 if (op->stats.sp < op->stats.maxsp)
2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2468 op->stats.food--;
2469
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2506 {
2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2519 }
2520
2521 if (max_hp > 1)
2522 {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2507 if (over_hp > 0) { 2525 if (over_hp > 0)
2508 op->stats.sp += over_hp 2526 {
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2510 op->last_heal=0; 2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 }
2511 } else { 2533 else
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2513 } 2535 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 } 2536 }
2517 }
2518 2537
2519 /* Digestion */ 2538 /* Digestion */
2520 if(--op->last_eat<0) { 2539 if (--op->last_eat < 0)
2521#ifdef COZY_SERVER 2540 {
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2541 int bonus = max (0, op->contr->digestion),
2523 int bonus=dg>0?dg:0, 2542 penalty = max (0, -op->contr->digestion);
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529 2543
2530 if(op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2532 else 2545
2533 op->last_eat=25*(1+bonus)/(penalty +1);
2534 /* dms do not consume food */ 2546 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2548 op->stats.food--;
2537 } 2549 }
2538 2550
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2551 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 {
2540 object *tmp, *flesh=NULL; 2553 object *tmp, *flesh = 0;
2541 2554
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2556 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2558 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2562 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2564 break;
2549 } 2565 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2566 else if (tmp->type == FLESH)
2567 flesh = tmp;
2551 } /* End if paid for object */ 2568 } /* End if paid for object */
2552 } /* end of for loop */ 2569 } /* end of for loop */
2570
2553 /* If player is still starving, it means they don't have any food, so 2571 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2572 * eat flesh instead.
2555 */ 2573 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2577 manual_apply (op, flesh, 0);
2578 }
2579 }
2580
2581 if (op->stats.food < 0)
2559 } 2582 {
2560 } /* end if player is starving */ 2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2561 2586
2562 while(op->stats.food<0&&op->stats.hp>0) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food++,op->stats.hp--;
2564
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2566 kill_player(op); 2588 kill_player (op);
2589 }
2567} 2590}
2568
2569
2570 2591
2571/* If the player should die (lack of hp, food, etc), we call this. 2592/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2593 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2595 * file.
2575 */ 2596 */
2597void
2576void kill_player(object *op) 2598kill_player (object *op)
2577{ 2599{
2600 int x, y;
2578 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2603 int will_kill_again;
2587 archetype *at; 2604 archetype *at;
2588 object *tmp; 2605 object *tmp;
2589 2606
2590 if(save_life(op)) 2607 if (save_life (op))
2591 return; 2608 return;
2592 2609
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2613 */
2598 if (op_on_battleground(op, &x, &y)) { 2614 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2615 {
2600 "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2618
2603
2604 /* restore player */ 2619 /* restore player */
2605 at = find_archetype("poisoning"); 2620 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2622 {
2608 remove_ob(tmp); 2623 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2625 }
2626
2627 at = archetype::find ("confusion");
2628 if (object *tmp = present_arch_in_ob (at, op))
2611 } 2629 {
2612 2630 tmp->destroy ();
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2632 }
2620 2633
2621 cure_disease(op,0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2636 if (op->stats.food <= 0)
2624 2637 op->stats.food = 999;
2638
2625 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 {
2629 sprintf(buf,"%s's finger",op->name);
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 } 2641 {
2642 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2647 );
2648 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp);
2641 2651 }
2652
2642 /* teleport defeated player to new destination*/ 2653 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2655 op->contr->braced = 0;
2645 return; 2656 return;
2646 } 2657 }
2647 2658
2648 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2649 2660
2650 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2651 2662
2652 if(op->stats.food<0) { 2663 if (op->stats.food < 0)
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation"); 2664 strcpy (op->contr->killer, "starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2673 /* save the map location for corpse, gravestone*/ 2668 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2675 2672
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2673 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2674 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2675 * See the config.h file for a little more in depth detail about this.
2681 */ 2676 */
2682 2677
2683 /* Basically two ways to go - remove a stat permanently, or just 2678 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2679 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2680 * of death.
2686 */ 2681 */
2687#ifndef COZY_SERVER 2682#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2683 if (settings.balanced_stat_loss)
2684 {
2689 /* If stat loss is permanent, lose one stat only. */ 2685 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2686 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2687 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2688 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2689 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2690 little bit harder. */
2695 /* GD */ 2691 /* GD */
2696 if (settings.stat_loss_on_death) 2692 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 2693 num_stats_lose = 1;
2702 } 2694 else
2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2696 }
2697 else
2698 num_stats_lose = 1;
2699
2703 lost_a_stat = 0; 2700 lost_a_stat = 0;
2704 2701
2705 for (z=0; z<num_stats_lose; z++) { 2702 for (z = 0; z < num_stats_lose; z++)
2703 {
2706 i = RANDOM() % NUM_STATS; 2704 i = RANDOM () % NUM_STATS;
2707 2705
2708 if (settings.stat_loss_on_death) { 2706 if (settings.stat_loss_on_death)
2707 {
2709 /* Pick a random stat and take a point off it. Tell the player 2708 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2709 * what he lost.
2711 */ 2710 */
2712 change_attr_value(&(op->stats), i,-1); 2711 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2712 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2714 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2716 lost_a_stat = 1;
2718 } else { 2717 }
2718 else
2719 {
2719 /* deplete a stat */ 2720 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2721 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2722 object *dep;
2723
2724 dep = present_arch_in_ob (deparch, op);
2725 if (!dep)
2722 2726 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2727 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2728 insert_ob_in_ob (dep, op);
2727 } 2729 }
2728 lose_this_stat = 1; 2730 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2731 if (settings.balanced_stat_loss)
2732 {
2730 /* GD */ 2733 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2734 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2735 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2736 if (this_stat < 0)
2737 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2739 int keep_chance = this_stat * this_stat;
2740
2736 /* Yes, I am paranoid. Sue me. */ 2741 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2742 if (keep_chance < 1)
2738 keep_chance = 1; 2743 keep_chance = 1;
2739 2744
2740 /* There is a maximum depletion total per level. */ 2745 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2747 {
2742 lose_this_stat = 0; 2748 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2749 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2750 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 } 2751 }
2754 } 2752 else
2755
2756 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */ 2753 {
2764 if (this_stat>=-50) { 2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op);
2769 lost_a_stat = 1; 2755 lose_this_stat = 0;
2756 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2757 this_stat, keep_chance, loss_chance,
2758 lose_this_stat?"LOSE":"KEEP"); */
2770 } 2759 }
2771 } 2760 }
2772 } 2761 }
2773 } 2762
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2763 if (lose_this_stat)
2776 { 2764 {
2777 /* determine_god() seems to not work sometimes... why is this? 2765 this_stat = get_attr_value (&(dep->stats), i);
2778 Should I be using something else? GD */ 2766 /* We could try to do something clever like find another
2779 const char *god = determine_god(op); 2767 * stat to reduce if this fails. But chances are, if
2780 if (god && (strcmp(god, "none"))) 2768 * stats have been depleted to -50, all are pretty low
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2769 * and should be roughly the same, so it shouldn't make a
2782 "moment you feel the holy presence of %s protecting" 2770 * difference.
2783 " you.", god); 2771 */
2772 if (this_stat >= -50)
2784 else 2773 {
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2774 change_attr_value (&(dep->stats), i, -1);
2786 " feel a holy presence protecting you."); 2775 SET_FLAG (dep, FLAG_APPLIED);
2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777 op->update_stats ();
2778 lost_a_stat = 1;
2779 }
2787 } 2780 }
2781 }
2782 }
2783 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat)
2785 {
2786 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */
2788 const char *god = determine_god (op);
2789
2790 if (god && (strcmp (god, "none")))
2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2792 else
2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2794 }
2795#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2797#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2798
2792 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2800 * exp loss on the stone.
2794 */ 2801 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2803 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2804 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2805 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2806 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2807 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);
2801 "who was killed\n" 2808 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2809 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2811
2809 /**************************************/ 2812 /**************************************/
2810 /* */ 2813 /* */
2811 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
2814 /* */ 2817 /* */
2815 /**************************************/ 2818 /**************************************/
2816 2819
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2820 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2821 /* restore player */
2819 at = find_archetype("poisoning"); 2822 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2823 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 2824
2822 remove_ob(tmp); 2825 if (tmp)
2823 free_object(tmp); 2826 {
2827 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2829 }
2826 2830
2827 at = find_archetype("confusion"); 2831 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2833 if (tmp)
2830 remove_ob(tmp); 2834 {
2831 free_object(tmp); 2835 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2837 }
2838
2834 cure_disease(op,0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2835 2840
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2842 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2848
2843 /* 2849 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2846 * in the map. 2852 */
2847 */ 2853 op->drop_unpaid_items ();
2848 2854
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/ 2855 /****************************************/
2853 /* */ 2856 /* */
2854 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2856 /* */ 2859 /* */
2857 /****************************************/ 2860 /****************************************/
2858 2861
2859 enter_player_savebed(op); 2862 enter_player_savebed (op);
2860 2863
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2864 op->contr->braced = 0;
2865 save_player(op,1);
2866 2865
2867 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2869 * on the space that might harm the player.
2871 */ 2870 */
2872 will_kill_again=0; 2871 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2876 } 2875
2877 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2878 object *force; 2878 object *force;
2879 int at; 2879 int at;
2880 2880
2881 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1; 2883 force->speed = 0.1f;
2884 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2885 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2888 force->resist[at] = 100;
2889
2890 insert_ob_in_ob (force, op);
2891 op->update_stats ();
2892
2893 }
2894
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2896}
2897
2898void
2899loot_object (object *op)
2900{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next;
2902
2903 op->close_container (); /* close open sack first */
2904
2905 for (tmp = op->inv; tmp; tmp = next)
2906 {
2907 next = tmp->below;
2908
2909 if (tmp->invisible)
2910 continue;
2911
2912 tmp->remove ();
2913 tmp->x = op->x, tmp->y = op->y;
2914
2915 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */
2917
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 {
2920 if (tmp->nrof > 1)
2921 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0);
2889 } 2925 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else { 2926 else
2948 delete_character(op->name,1); 2927 tmp->destroy ();
2949 } 2928 }
2950 } 2929 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 2931 }
2995} 2932}
2996 2933
2997/* 2934/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 2937 * was changed.
3001 */ 2938 */
3002 2939void
3003void fix_weight(void) { 2940fix_weight (void)
3004 player *pl; 2941{
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 2942 for_all_players (pl)
2943 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2945
3007 if(old == sum) 2946 if (old == sum)
3008 continue; 2947 continue;
3009 fix_player(pl->ob); 2948 pl->ob->update_stats ();
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 2950 }
3013} 2951}
3014 2952
2953void
3015void fix_luck(void) { 2954fix_luck (void)
3016 player *pl; 2955{
3017 for (pl = first_player; pl != NULL; pl = pl->next) 2956 for_all_players (pl)
3018 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 2958 pl->ob->change_luck (0);
3020} 2959}
3021
3022 2960
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3026 */ 2964 */
3027
3028void 2965void
3029cast_dust (object * op, object * throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3030{ 2967{
3031 object *skop, *spob; 2968 object *skop, *spob;
3032 2969
3033 skop = find_skill_by_name (op, throw_ob->skill); 2970 skop = find_skill_by_name (op, throw_ob->skill);
3034 2971
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 2972 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2973 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 2974 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2975 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 2976 return;
3041 } 2977 }
3042 2978
3043 spob = throw_ob->inv; 2979 spob = throw_ob->inv;
3044 2980
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2981 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but 2982 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 2983 // errors should be reported as early as possible IMHO)
3048 if (!spob) 2984 if (!spob)
3049 { 2985 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2986 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 throw_ob->name, op->name);
3052 return; 2987 return;
3053 } 2988 }
3054 2989
3055 if (op->type == PLAYER) 2990 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2991 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 2992
3058 cast_spell (op, throw_ob, dir, spob, NULL); 2993 cast_spell (op, throw_ob, dir, spob, NULL);
3059 2994
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2995 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 2996}
3064 2997
2998void
3065void make_visible (object *op) { 2999make_visible (object *op)
3000{
3066 op->hide = 0; 3001 op->hide = 0;
3067 op->invisible = 0; 3002 op->invisible = 0;
3003
3068 if(op->type==PLAYER) { 3004 if (op->type == PLAYER)
3005 {
3069 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3007 op->contr->invis_race = 0;
3071 } 3008 }
3009
3072 update_object(op,UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3073} 3011}
3074 3012
3013int
3075int is_true_undead(object *op) { 3014is_true_undead (object *op)
3076 object *tmp=NULL; 3015{
3077
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3017 return 1;
3079 3018
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0; 3019 return 0;
3085} 3020}
3086 3021
3087/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3024 * indicate greater hideability.
3090 */ 3025 */
3091 3026int
3092int hideability(object *ob) { 3027hideability (object *ob)
3028{
3093 int i,level=0, mflag; 3029 int i, level = 0, mflag;
3094 sint16 x,y; 3030 sint16 x, y;
3095 3031
3096 if(!ob||!ob->map) return 0; 3032 if (!ob || !ob->map)
3033 return 0;
3097 3034
3098 /* so, on normal lighted maps, its hard to hide */ 3035 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3036 level = ob->map->darkness - 2;
3100 3037
3101 /* this also picks up whether the object is glowing. 3038 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3039 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3041 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness));
3105 3043
3106 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3107 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 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3048 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue;
3051 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3053 level += 2;
3112 else /* open terrain! */ 3054 else /* open terrain! */
3113 level -= 1; 3055 level -= 1;
3114 } 3056 }
3115 3057
3116#if 0 3058#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3059 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3060#endif
3119 return level; 3061 return level;
3120} 3062}
3121 3063
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3068 */
3127 3069void
3128void do_hidden_move (object *op) { 3070do_hidden_move (object *op)
3071{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3073 object *skop;
3131 3074
3132 if(!op || !op->map) return; 3075 if (!op || !op->map)
3076 return;
3133 3077
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3079
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3080 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3081 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 3082 if (!skop || num >= skop->level)
3083 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3084 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible(op);
3141 return;
3142 } else num += 20;
3143 }
3144 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */
3146 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 make_visible(op); 3085 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3086 return;
3150 "You moved out of hiding! You are visible!");
3151 } 3087 }
3088 else
3089 num += 20;
3090
3091 num += op->map->difficulty;
3092 hide = hideability (op); /* modify by terrain hidden level */
3093 num -= hide;
3094
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 {
3097 make_visible (op);
3098 if (op->type == PLAYER)
3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3100 }
3152 else if (op->type == PLAYER && skop) { 3101 else if (op->type == PLAYER && skop)
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155} 3103}
3156 3104
3157/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3158 3106
3107int
3159int stand_near_hostile( object *who ) { 3108stand_near_hostile (object *who)
3109{
3160 object *tmp=NULL; 3110 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3111 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3112 maptile *m;
3163 sint16 x,y; 3113 sint16 x, y;
3164 3114
3165 if(!who) return 0; 3115 if (!who)
3116 return 0;
3166 3117
3167 if(who->type==PLAYER) player=1; 3118 if (who->type == PLAYER)
3119 player = 1;
3120
3121 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3122 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3123
3170 /* search adjacent squares */ 3124 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3125 for (i = 1; i < 9; i++)
3126 {
3172 x = who->x+freearr_x[i]; 3127 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3128 y = who->y + freearr_y[i];
3174 m = who->map; 3129 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3130 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3131 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3132 * blocked, don't need to check this space.
3178 */ 3133 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3134 if (mflags & P_OUT_OF_MAP)
3135 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3136 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3137 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3138
3183 if((player||friendly) 3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3140 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3141 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3142 return 1;
3143 else if (tmp->type == PLAYER)
3144 {
3145 /*don't let a hidden DM prevent you from hiding */
3146 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3147 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3148 }
3192 } 3149 }
3193 } 3150 }
3194 return 0; 3151 return 0;
3195} 3152}
3196 3153
3197/* check the player los field for viewability of the 3154/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3200 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3201 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3202 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3203 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3204 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3205 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3206 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3164 * -b.t.
3208 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3209 */ 3166 */
3210 3167int
3211int player_can_view (object *pl,object *op) { 3168player_can_view (object *pl, object *op)
3169{
3212 rv_vector rv; 3170 rv_vector rv;
3213 int dx,dy; 3171 int dx, dy;
3214 3172
3215 if(pl->type!=PLAYER) { 3173 if (pl->type != PLAYER)
3174 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3176 return -1;
3218 } 3177 }
3219 if (!pl || !op) return 0;
3220 3178
3221 if(op->head) { op = op->head; } 3179 if (!pl || !op)
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 3180 return 0;
3181
3182 op = op->head_ ();
3183
3184 get_rangevector (pl, op, &rv, 0x1);
3185
3186 /* starting with the 'head' part, lets loop
3187 * through the object and find if it has any
3188 * part that is in the los array but isn't on
3189 * a blocked los square.
3190 * we use the archetype to figure out offsets.
3191 */
3192 while (op)
3193 {
3194 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y;
3196
3197 /* only the viewable area the player sees is updated by LOS
3198 * code, so we need to restrict ourselves to that range of values
3199 * for any meaningful values.
3200 */
3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3204 return 1;
3205
3206 op = op->more;
3207 }
3208
3209 return 0;
3245} 3210}
3246 3211
3247/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3214 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3215 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3216 * return 0.
3252 */ 3217 */
3218int
3253int action_makes_visible (object *op) { 3219action_makes_visible (object *op)
3254 3220{
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3224 return 0;
3258 3225
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3260 3228
3261 /* If monsters, they should become visible */ 3229 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3233 return 1;
3265 } 3234 }
3266 } 3235 }
3236
3267 return 0; 3237 return 0;
3268} 3238}
3269 3239
3270/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3242 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3243 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3244 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3245 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3247 */
3248int
3278int op_on_battleground (object *op, int *x, int *y) { 3249op_on_battleground (object *op, int *x, int *y)
3279 object *tmp; 3250{
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3260 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp(tmp->name, "battleground")==0 && 3262 && tmp->type == BATTLEGROUND
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3266 /* before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 object *invtmp; 3268 {
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3270 {
3296 if(invtmp->type==FORCE && invtmp->slaying && 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3272 {
3298 if (x != NULL && y != NULL) 3273 if (x && y)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3300 return 1; 3276 return 1;
3277 }
3301 } 3278 }
3302 } 3279 }
3303 } 3280
3304 if (x != NULL && y != NULL) 3281 if (x && y)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3306 return 1; 3284 return 1;
3285 }
3307 } 3286 }
3308 }
3309 } 3287 }
3288
3310 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3311 return 0; 3290 return 0;
3312} 3291}
3313 3292
3314/* 3293/*
3318 * attributes: 3297 * attributes:
3319 * object *who the dragon player 3298 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3299 * int atnr the attack-number of the ability focus
3321 * int level ability level 3300 * int level ability level
3322 */ 3301 */
3302void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3303dragon_ability_gain (object *who, int atnr, int level)
3304{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3305 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3306 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3307 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3308 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3310 int i = 0, j = 0;
3330 3311
3331 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3334 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3336 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3338 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3340 3321
3341 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3323 return;
3324
3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3326
3327 if (!tr || !tr->item)
3328 {
3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3330 return;
3331 }
3332
3333 /* everything seems okay - now bring on the gift: */
3334 item = tr->item;
3335
3336 if (item->type == SPELL)
3337 {
3338 if (check_spell_known (who, item->name))
3342 return; 3339 return;
3343 3340
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3341 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3342 do_learn_spell (who, item, 0);
3346 3343 return;
3347 if (tr == NULL || tr->item == NULL) { 3344 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK)
3348 {
3349 if (!item->inv)
3350 {
3351 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3352 return;
3353 }
3354 if (check_spell_known (who, item->inv->name))
3349 return; 3355 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3356 if (item->invisible)
3357 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3358 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3375 do_learn_spell (who, item->inv, 0); 3359 do_learn_spell (who, item->inv, 0);
3376 return; 3360 return;
3377 } 3361 }
3378 } 3362 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3363 else if (item->type == SKILL_TOOL && item->invisible)
3364 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3365 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3366 {
3381 3367
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3368 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3369 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3370 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3371 * but not all of them, he gets nothing.
3386 */ 3372 */
3387 if (!(skop->attacktype & item->attacktype)) { 3373 if (!(skop->attacktype & item->attacktype))
3374 {
3388 /* Give new attacktype */ 3375 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3376 skop->attacktype |= item->attacktype;
3390 3377
3391 /* always add physical if there's none */ 3378 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3379 skop->attacktype |= AT_PHYSICAL;
3393 3380
3394 if (item->msg != NULL) 3381 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3382 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3383
3397 /* Give player new face */ 3384 /* Give player new face */
3398 if (item->animation_id) { 3385 if (item->animation_id)
3386 {
3399 who->face = skop->face; 3387 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3388 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3389 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3390 who->last_anim = 0;
3403 who->state = 0; 3391 who->state = 0;
3404 animate_object(who, who->direction); 3392 animate_object (who, who->direction);
3405 } 3393 }
3406 } 3394 }
3407 } 3395 }
3408 } 3396 }
3409 else if (item->type == FORCE) { 3397 else if (item->type == FORCE)
3398 {
3410 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3400 object *skin;
3401
3412 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3414 skin=skin->below); 3404 ;
3415 if (skin == NULL) return; 3405
3416 3406 if (!skin)
3407 return;
3408
3417 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3411 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3412 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3413
3421 /* print message */ 3414 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3415 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3416 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3417 {
3424 if(item->path_attuned & (1<<i)) { 3418 if (item->path_attuned & (1 << i))
3419 {
3425 if (j) 3420 if (j)
3426 strcat(buf," and "); 3421 strcat (buf, " and ");
3427 else 3422 else
3428 j = 1; 3423 j = 1;
3429 strcat(buf, spellpathnames[i]); 3424 strcat (buf, spellpathnames[i]);
3430 } 3425 }
3431 } 3426 }
3432 strcat(buf,"."); 3427 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3429 }
3435 3430
3436 /* evtl. adding flags: */ 3431 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3432 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3433 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3434 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3435 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3436 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3437 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3438
3444 /* print message if there is one */ 3439 /* print message if there is one */
3445 if (item->msg != NULL) 3440 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3441 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3442 }
3443 else
3447 } 3444 {
3448 else {
3449 /* generate misc. treasure */ 3445 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3446 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3448 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3449 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3450 esrv_send_item (who, tmp);
3455 } 3451 }
3456} 3452}
3457 3453
3458/** 3454/**
3459 * Unready an object for a player. This function does nothing if the object was 3455 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3456 * not readied.
3461 */ 3457 */
3458void
3462void player_unready_range_ob(player *pl, object *ob) { 3459player_unready_range_ob (player *pl, object *ob)
3463 rangetype i; 3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3464 3463
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3464 if (pl->combat_ob == ob)
3466 if (pl->ranges[i] == ob) { 3465 pl->combat_ob = 0;
3467 pl->ranges[i] = NULL; 3466
3468 if (pl->shoottype == i) { 3467 if (pl->ranged_ob == ob)
3469 pl->shoottype = range_none; 3468 pl->ranged_ob = 0;
3470 }
3471 }
3472 }
3473} 3469}
3470
3471sint8
3472player::visibility_at (maptile *map, int x, int y) const
3473{
3474 if (!ns)
3475 return 0;
3476
3477 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0;
3480
3481 x += dx - ns->current_x + ns->mapx / 2;
3482 y += dy - ns->current_y + ns->mapy / 2;
3483
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y];
3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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