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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 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 1.14 2006/09/03 00:18:42 root 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 = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231
232 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 338 * we deal with that below this point.
234 */ 339 */
235 p->party=NULL; 340 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 343
241#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 345
243#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)
244 366 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
246 369 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 370
256 roll_stats(op); 371 ob = observe = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 372}
298 373
299 374player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 375{
303 strcpy(op->contr->maplevel, first_map_path); 376 /* Clear item stack */
304 op->x = -1; 377 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 378}
308 379
309/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 382 * mode.
312 */ 383 */
384player *
385player::create ()
386{
387 player *pl = new player;
313 388
314int add_player(NewSocket *ns) { 389 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 390
317 p=get_player(NULL); 391 pl->ob->roll_stats ();
318 p->socket = *ns; 392 pl->ob->stats.wc = 2;
319 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... */
320 if(p->socket.faces_sent == NULL) 394
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 395 set_first_map (pl->ob);
329 396
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 397 return pl;
337} 398}
338 399
339/* 400/*
340 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
343 */ 404 */
405archetype *
344archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
345{ 407{
346 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
347 for (;;) { 410 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 411 {
359} 412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
360 416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420}
361 421
422object *
362object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
363 object *op = NULL; 425 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 426 objectlink *ol;
366 unsigned lastdist; 427 unsigned lastdist;
367 rv_vector rv; 428 rv_vector rv;
368 429
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 431 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 433 continue;
396 434
397 if(lastdist>rv.distance) { 435 if (lastdist > rv.distance)
436 {
398 op=ol->ob; 437 op = ol->ob;
399 lastdist=rv.distance; 438 lastdist = rv.distance;
400 } 439 }
401 } 440 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 441
442 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 443 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 445 {
410 } 446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
411#if 0 450#if 0
412 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)");
413#endif 452#endif
414 return op; 453 return op;
415} 454}
416 455
417/* 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
418 * 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
419 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 474 * is probably not a good thing.
436 */ 475 */
437#define MAX_SPACES 50 476#define MAX_SPACES 50
438
439 477
440/* 478/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
456 * monster can in fact move one space in that direction. 494 * monster can in fact move one space in that direction.
457 * 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,
458 * 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
459 * is blocking itself. 497 * is blocking itself.
460 */ 498 */
499int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
462 rv_vector rv; 502 rv_vector rv;
463 sint16 x,y; 503 sint16 x, y;
464 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;
465 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
466 506
467 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
468 508
469 if (rv.distance<mindiff) return 0; 509 if (rv.distance < mindiff)
510 return 0;
470 511
471 x=mon->x; 512 x = mon->x;
472 y=mon->y; 513 y = mon->y;
473 m=mon->map; 514 m = mon->map;
474 dir = rv.direction; 515 dir = rv.direction;
475 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 */
476 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
477 /* 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. */
478 if (diff>max) return 0; 520 if (diff > max)
521 return 0;
522
479 while (diff >1 && max>0) { 523 while (diff > 1 && max > 0)
524 {
480 lastx = x; 525 lastx = x;
481 lasty = y; 526 lasty = y;
482 lastmap = m; 527 lastmap = m;
483 x = lastx + freearr_x[dir]; 528 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 529 y = lasty + freearr_y[dir];
485 530
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 531 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 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);
488 533
489 /* Space is blocked - try changing direction a little */ 534 /* Space is blocked - try changing direction a little */
490 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))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
492 /* recalculate direction from last good location. Possible 538 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 539 * we were not traversing ideal location before.
494 */ 540 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 542 if (rv.direction != dir)
543 {
497 /* OK - says direction should be different - lets reset the 544 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 545 * the values so it will try again.
499 */ 546 */
500 x = lastx; 547 x = lastx;
501 y = lasty; 548 y = lasty;
502 m = lastmap; 549 m = lastmap;
503 dir = firstdir = rv.direction; 550 dir = firstdir = rv.direction;
551 }
504 } else { 552 else
553 {
505 /* direct path is blocked - try taking a side step to 554 /* direct path is blocked - try taking a side step to
506 * either the left or right. 555 * either the left or right.
507 * Note increase the values in the loop below to be 556 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 557 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 558 * bigger detour. Have to be careful about these values getting
510 * 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
511 * stepping back and forth 560 * stepping back and forth
512 */ 561 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 565 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 566 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 567 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 568 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 569 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 570 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 571 * gets blocked, finds that it should move north,
521 * 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
522 * gets back to its original point. lastdir contains 573 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 574 * the last direction the creature has successfully
524 * moved. 575 * moved.
525 */ 576 */
526 577
527 x = lastx + freearr_x[absdir(lastdir+i)]; 578 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 579 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 580 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 581 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 582 if (mflags & P_OUT_OF_MAP)
583 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 587 if (mflags & P_BLOCKSVIEW)
588 continue;
535 589
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
537 } 592 }
538 /* go through entire loop without finding a valid 593 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 594 * sidestep to take - thus, no valid path.
540 */ 595 */
541 if (i==(DETOUR_AMOUNT+1)) 596 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 597 return 0;
543 diff--; 598 diff--;
544 lastdir=dir; 599 lastdir = dir;
545 max--; 600 max--;
546 if (!firstdir) firstdir = dir+i; 601 if (!firstdir)
602 firstdir = dir + i;
547 } /* else check alternate directions */ 603 } /* else check alternate directions */
548 } /* if blocked */ 604 } /* if blocked */
549 else { 605 else
606 {
550 /* we moved towards creature, so diff is less */ 607 /* we moved towards creature, so diff is less */
551 diff--; 608 diff--;
552 max--; 609 max--;
553 lastdir=dir; 610 lastdir = dir;
611 if (!firstdir)
554 if (!firstdir) firstdir = dir; 612 firstdir = dir;
613 }
614
615 if (diff <= 1)
555 } 616 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 618 * headed toward player for entire distance.
559 */ 619 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 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));
562 } 622 }
563 if (diff>max) return 0; 623
624 if (diff > max)
625 return 0;
564 } 626 }
627
565 /* 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 */
566 if (!max) return 0; 629 if (!max)
630 return 0;
567 631
568 return firstdir; 632 return firstdir;
569} 633}
570 634
635void
571void give_initial_items(object *pl,treasurelist *items) { 636give_initial_items (object *pl, treasurelist * items)
637{
572 object *op,*next=NULL; 638 object *op, *next = NULL;
573 639
574 if(pl->randomitems!=NULL) 640 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 642
577 for (op=pl->inv; op; op=next) { 643 for (op = pl->inv; op; op = next)
644 {
578 next = op->below; 645 next = op->below;
579 646
580 /* Forces get applied per default, unless they have the 647 /* Forces get applied per default, unless they have the
581 * 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
582 */ 649 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 651 SET_FLAG (op, FLAG_APPLIED);
585 652
586 /* we never give weapons/armour if these cannot be used 653 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 654 * by this player due to race restrictions
588 */ 655 */
589 if (pl->type == PLAYER) { 656 if (pl->type == PLAYER)
657 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 660 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 661 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 663 {
600 } 664 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 665 continue;
620 } 666 }
621 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)
622 } 676 {
677 object *tmp;
623 678
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
624 if (op->type == SPELLBOOK && op->inv) { 694 if (op->type == SPELLBOOK && op->inv)
695 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 697 }
627 698
628 /* Give starting characters identified, uncursed, and undamned 699 /* Give starting characters identified, uncursed, and undamned
629 * 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
630 * merged properly. 701 * merged properly.
631 */ 702 */
632 if (need_identify(op)) { 703 if (need_identify (op))
704 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 705 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 706 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 707 CLEAR_FLAG (op, FLAG_DAMNED);
708 }
709 if (op->type == SPELL)
636 } 710 {
637 if(op->type==SPELL) { 711 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 712 continue;
713 }
714 else if (op->type == SKILL)
641 } 715 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 717 op->stats.exp = 0;
645 op->level = 1; 718 op->level = 1;
646 } 719 }
647 /* lock all 'normal items by default */ 720 /* lock all 'normal items by default */
721 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 722 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 723 } /* for loop of objects in player inv */
650 724
651 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
652 link_player_skills(pl); 726 link_player_skills (pl);
653} 727}
654 728
655void get_name(object *op) { 729void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 730get_party_password (object *op, partylist *party)
731{
728 if (party == NULL) { 732 if (party == NULL)
733 {
729 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);
730 return; 735 return;
731 } 736 }
737
732 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
735 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:");
736} 742}
737
738 743
739/* 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
740int roll_stat(void) { 746roll_stat (void)
747{
741 int a[4],i,j,k; 748 int a[4], i, j, k;
742 749
743 for(i=0;i<4;i++) 750 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 751 a[i] = (int) rndm (6) + 1;
745 752
746 for(i=0,j=0,k=7;i<4;i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 754 if (a[i] < k)
748 k=a[i],j=i; 755 k = a[i], j = i;
749 756
750 for(i=0,k=0;i<4;i++) { 757 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 758 if (i != j)
752 k+=a[i]; 759 k += a[i];
753 } 760
754 return k; 761 return k;
755} 762}
756 763
757void roll_stats(object *op) { 764void
765object::roll_stats ()
766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
758 int sum=0; 771 int sum = 0;
759 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
761 774
762 do { 775 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 776 break;
764 op->stats.Dex=roll_stat(); 777 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 778
775 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 781
784 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 784
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 785 stats.exp = 0;
815 op->stats.ac=0; 786 stats.ac = 0;
816 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
817 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
820 797
821 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
822 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
824 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
825 op->contr->orig_stats=op->stats; 828 contr->orig_stats = stats;
829 }
826} 830}
827 831
828void Roll_Again(object *op) 832static void
833start_info (object *op)
829{ 834{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
838 836
839 if ( op->contr->Swap_First == -1 ) { 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 841}
947 842
948/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
952 * not the class. 847 * not the class.
953 */ 848 */
954 849void
955int key_change_class(object *op, char key) 850player::chargen_race_done ()
956{ 851{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
971 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
973 861
974 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
975 863
976 if (op->msg) 864 if (ob->msg)
977 op->msg=NULL; 865 ob->msg = 0;
978 866
979 /* 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
980 * to save here. 868 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 869 */
1021 870 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 873 make_path_to_file (buf);
1088 next = mp->next; 874 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 875
1090 delete_map(mp); 876 start_info (ob);
1091 } 877 CLEAR_FLAG (ob, FLAG_WIZ);
1092 878 give_initial_items (ob, ob->randomitems);
1093 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)
1094 } 887 {
1095 play_again(op); 888 object *tmp;
1096 return 1; 889 char mapname[MAX_BUF];
1097}
1098 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
1099void flee_player(object *op) { 942flee_player (object *op)
943{
1100 int dir,diff; 944 int dir, diff;
1101 rv_vector rv; 945 rv_vector rv;
1102 946
1103 if(op->stats.hp < 0) { 947 if (op->stats.hp < 0)
948 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 949 LOG (llevDebug, "Fleeing player is dead.\n");
1105 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)))
1106 return; 987 return;
1107 } 988 }
1108 989
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 992 op->enemy = NULL;
1143} 993}
1144
1145 994
1146/* 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.
1147 * 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
1148 * stop. 997 * stop.
1149 */ 998 */
999int
1150int check_pick(object *op) { 1000check_pick (object *op)
1001{
1151 object *tmp, *next; 1002 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1003 int stop = 0;
1154 int j, k, wvratio; 1004 int wvratio;
1155 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1156
1157 1006
1158 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1160 return 1; 1009 return 1;
1161 1010
1162 op_tag = op->count;
1163
1164 next = op->below; 1011 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1012
1168 /* 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
1169 * destroyed */ 1014 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1015 while (next && !next->destroyed ())
1171 { 1016 {
1172 tmp = next; 1017 tmp = next;
1173 next = tmp->below; 1018 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1019
1177 if (was_destroyed (op, op_tag)) 1020 if (op->destroyed ())
1178 return 0; 1021 return 0;
1179 1022
1180 if ( ! can_pick (op, tmp)) 1023 if (!can_pick (op, tmp))
1181 continue; 1024 continue;
1182 1025
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1027 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1028 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1029 pick_up (op, tmp);
1187 continue; 1030 continue;
1188 } 1031 }
1189 1032
1190 /* high not bit set? We're using the old autopickup model */ 1033 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1034 if (!(op->contr->mode & PU_NEWMODE))
1035 {
1192 switch (op->contr->mode) { 1036 switch (op->contr->mode)
1037 {
1038 case 0:
1193 case 0: return 1; /* don't pick up */ 1039 return 1; /* don't pick up */
1040 case 1:
1194 case 1: pick_up (op, tmp); 1041 pick_up (op, tmp);
1195 return 1; 1042 return 1;
1043 case 2:
1196 case 2: pick_up (op, tmp); 1044 pick_up (op, tmp);
1197 return 0; 1045 return 0;
1046 case 3:
1198 case 3: return 0; /* stop before pickup */ 1047 return 0; /* stop before pickup */
1048 case 4:
1199 case 4: pick_up (op, tmp); 1049 pick_up (op, tmp);
1200 break; 1050 break;
1051 case 5:
1201 case 5: pick_up (op, tmp); 1052 pick_up (op, tmp);
1202 stop = 1; 1053 stop = 1;
1203 break; 1054 break;
1204 case 6: 1055 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1057 pick_up (op, tmp);
1208 break; 1058 break;
1209 1059
1210 case 7: 1060 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1061 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1062 pick_up (op, tmp);
1213 break; 1063 break;
1214 1064
1215 default: 1065 default:
1216 /* use value density */ 1066 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1069 pick_up (op, tmp);
1222 } 1070 }
1223 } 1071 }
1224 else { /* old model */ 1072 else
1073 { /* old model */
1225 /* NEW pickup handling */ 1074 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1075 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1076 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1077 /* some debugging code to figure out item information */
1247 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);
1248 } 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 }
1249 } 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 }
1250 } 1302 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 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);
1253#if 0 1324#if 0
1254 /* print the flags too */ 1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1326 if (tmp->name != NULL)
1256 { 1327 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1328 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1329 }
1259 { 1330 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1261 if(!((j+1)%4))fprintf(stderr," "); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1334#endif
1266 } 1335 continue;
1267 /* philosophy: 1336 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1337 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1338 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1339 }
1427 } /* the new pickup model */ 1340
1428 }
1429 return ! stop; 1341 return !stop;
1430} 1342}
1431 1343
1432/* 1344/*
1433 * Find an arrow in the inventory and after that 1345 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1346 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1347 * found object is returned.
1436 */ 1348 */
1349object *
1437object *find_arrow(object *op, const char *type) 1350find_arrow (object *op, const char *type)
1438{ 1351{
1439 object *tmp = NULL; 1352 object *tmp = 0;
1440 1353
1441 for(op=op->inv; op; op=op->below) 1354 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1445 else if (op->type==ARROW && op->race==type) 1357 else if (op->type == ARROW && op->race == type)
1446 return op; 1358 return splay (op);
1359
1447 return tmp; 1360 return tmp;
1448} 1361}
1449 1362
1450/* 1363/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1368 */
1456 1369object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1371{
1459 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1461 1374
1462 if (!type) 1375 if (!type)
1463 return NULL; 1376 return NULL;
1464 1377
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1378 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1379 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1381 {
1468 i = 0; 1382 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1383 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1384 if (i > betterby)
1385 {
1471 tmp = ntmp; 1386 tmp = ntmp;
1472 betterby = i; 1387 betterby = i;
1473 } 1388 }
1389 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1390 else if (arrow->type == ARROW && arrow->race == type)
1391 {
1475 /* allways prefer assasination/slaying */ 1392 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1394 {
1478 if (arrow->attacktype & AT_DEATH) { 1395 if (arrow->attacktype & AT_DEATH)
1396 {
1479 *better = 100; 1397 *better = 100;
1480 return arrow; 1398 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1399 }
1485 } else { 1400 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1401 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1402 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1403 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1404 }
1502 } 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 }
1503 } 1428 }
1429 }
1504 } 1430 }
1505 if (tmp == NULL && arrow == NULL) 1431 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1432 return find_arrow (op, type);
1507 1433
1508 *better = betterby; 1434 *better = betterby;
1509 return tmp; 1435 return tmp;
1510} 1436}
1511 1437
1512/* 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
1513 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1440 * op = the shooter
1515 * type = bow->race 1441 * type = bow->race
1516 * dir = fire direction 1442 * dir = fire direction
1517 */ 1443 */
1518 1444object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1520{ 1446{
1521 object *tmp = NULL; 1447 object *tmp = NULL;
1522 mapstruct *m; 1448 maptile *m;
1523 int i, mflags, found, number; 1449 int i, mflags, found, number;
1524 sint16 x, y; 1450 sint16 x, y;
1525 1451
1526 if (op->map == NULL) 1452 if (op->map == NULL)
1527 return find_arrow(op, type); 1453 return find_arrow (op, type);
1528 1454
1529 /* do a dex check */ 1455 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1456 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 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)))
1532 return find_arrow(op, type); 1458 return find_arrow (op, type);
1533 1459
1534 m = op->map; 1460 m = op->map;
1535 x = op->x; 1461 x = op->x;
1536 y = op->y; 1462 y = op->y;
1537 1463
1538 /* find the first target */ 1464 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1465 for (i = 0, found = 0; i < 20; i++)
1466 {
1540 x += freearr_x[dir]; 1467 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1468 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1469 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 {
1544 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)
1545 break; 1492 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1493 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1494 }
1563 if (tmp == NULL) 1495 if (tmp == NULL)
1564 return find_arrow(op, type); 1496 return find_arrow (op, type);
1565 1497
1566 if (tmp->head) 1498 if (tmp->head)
1567 tmp = tmp->head; 1499 tmp = tmp->head;
1568 1500
1569 return find_better_arrow(op, tmp, type, &i); 1501 return find_better_arrow (op, tmp, type, &i);
1570} 1502}
1571 1503
1572/* 1504/*
1573 * Creature fires a bow - op can be monster or player. Returns 1505 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1506 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1509 * dir is the direction of fire.
1578 * 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)
1579 * 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
1580 * player fire modes. 1512 * player fire modes.
1581 */ 1513 */
1514int
1582int 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)
1583 sint16 sx, sint16 sy)
1584{ 1516{
1585 object *left, *bow; 1517 object *left, *bow;
1586 tag_t left_tag, tag; 1518 int mflags;
1587 int bowspeed, mflags; 1519 maptile *m;
1588 mapstruct *m;
1589 1520
1590 if (!dir) { 1521 if (!dir)
1522 {
1591 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!");
1592 return 0; 1524 return 0;
1525 }
1526
1527 if (op->contr)
1528 bow = op->current_weapon;
1529 else
1593 } 1530 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1600 */ 1534 */
1601 if(bow->type==BOW) 1535 if (bow->type == BOW)
1602 break; 1536 break;
1603 1537
1604 if (!bow) { 1538 if (!bow)
1539 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1541 return 0;
1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1607 } 1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1608 } 1551 }
1552
1609 if( !bow->race || !bow->skill) { 1553 if (!bow->race || !bow->skill)
1554 {
1610 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);
1611 return 0; 1556 return 0;
1612 } 1557 }
1613 1558
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1559 if (arrow == NULL)
1560 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1562 {
1624 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* 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 */
1628 else 1566 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1630 return 0; 1569 return 0;
1631 } 1570 }
1632 } 1571 }
1572
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1574 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1575 return 0;
1636 } 1576
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1578 {
1638 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.");
1639 return 0; 1580 return 0;
1640 } 1581 }
1641 1582
1642 /* this should not happen, but sometimes does */ 1583 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1584 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1585 {
1645 free_object(arrow); 1586 arrow->destroy ();
1646 return 0; 1587 return 0;
1647 } 1588 }
1648 1589
1649 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1592 if (!arrow)
1593 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1595 return 0;
1655 } 1596 }
1656 set_owner(arrow, op); 1597
1598 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1600 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1601
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 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 */
1670 arrow->stats.hp = arrow->stats.dam; 1603 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1605
1672 if (arrow->slaying != NULL) 1606 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1674 1608
1675 /* Note that this was different for monsters - they got their level 1609#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1610 if (player *pl = op->contr)
1677 */
1678 1611 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1612 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 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
1683 /* update the speed */ 1626 /* update the speed */
1684 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
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1628 + bow->stats.dam / 7.f;
1688 1629
1689 if (arrow->speed < 1.0) 1630 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1693 1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1694 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1636 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1638 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1644 }
1645 else
1646 {
1705 arrow->level = op->level; 1647 arrow->level = op->level;
1706 } 1648 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1649
1708 arrow->attacktype |= bow->attacktype; 1650 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1651 arrow->slaying = bow->slaying;
1711 1652
1712 arrow->map = m; 1653 arrow->attacktype |= bow->attacktype;
1654 }
1655
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);
1713 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1662
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1664 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1665
1720 if (!was_destroyed(arrow, tag)) 1666 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1667 move_arrow (arrow);
1722 1668
1723 if (op->type == PLAYER) { 1669 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1670 {
1671 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1672 esrv_del_item (op->contr, left->count);
1726 else 1673 else
1727 esrv_send_item(op, left); 1674 esrv_send_item (op, left);
1728 } 1675 }
1676
1729 return 1; 1677 return 1;
1730} 1678}
1731 1679
1732/* Special fire code for players - this takes into 1680/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1681 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1682 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1683 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1684 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1685 * hence the function name.
1738 */ 1686 */
1687int
1739int player_fire_bow(object *op, int dir) 1688player_fire_bow (object *op, int dir)
1740{ 1689{
1741 int ret=0, wcmod=0; 1690 int ret = 0, wcmod = 0;
1742 1691
1743 if (op->contr->bowtype == bow_bestarrow) { 1692 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1693 {
1745 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);
1746 dir, 0, op->x, op->y); 1695 }
1747 } 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 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1699 wcmod = -1;
1700
1750 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);
1751 op->x, op->y); 1702 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1703 else if (op->contr->bowtype == bow_threewide)
1704 {
1753 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);
1754 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)]);
1755 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 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1709 else if (op->contr->bowtype == bow_spreadshot)
1710 {
1757 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);
1758 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);
1759 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);
1760 1714 }
1761 } else { 1715 else
1716 {
1762 /* Simple case */ 1717 /* Simple case */
1763 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);
1764 } 1719 }
1720
1765 return ret; 1721 return ret;
1766} 1722}
1767
1768 1723
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1771 */ 1726 */
1727void
1772void fire_misc_object(object *op, int dir) 1728fire_misc_object (object *op, int dir)
1773{ 1729{
1774 object *item; 1730 object *item = op->contr->ranged_ob;
1775 1731
1776 if (!op->contr->ranges[range_misc]) { 1732 if (!item)
1733 {
1777 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.");
1778 return; 1735 return;
1779 } 1736 }
1780 1737
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1738 if (!item->inv)
1739 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1741 return;
1785 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1786 if (item->type == WAND) { 1747 if (item->type == WAND)
1748 {
1787 if(item->stats.food<=0) { 1749 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1750 {
1751 op->contr->play_sound (sound_find ("wand_poof"));
1789 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
1790 return; 1754 return;
1791 } 1755 }
1756 }
1792 } else if (item->type == ROD || item->type==HORN) { 1757 else if (item->type == ROD || item->type == HORN)
1758 {
1793 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))
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1795 if (item->type== ROD) 1763 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "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));
1798 else 1765 else
1799 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));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1767
1801 return; 1768 return;
1802 } 1769 }
1803 } 1770 }
1804 1771
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1773 {
1806 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 */
1807 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1808 if (!(--item->stats.food)) { 1777 if (!(--item->stats.food))
1778 {
1809 object *tmp; 1779 object *tmp;
1780
1810 if (item->arch) { 1781 if (item->arch)
1782 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1813 item->speed = 0; 1785 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1786 }
1787
1816 if ((tmp=is_player_inv(item))) 1788 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1790 }
1819 } 1791 }
1820 else if (item->type == ROD || item->type==HORN) { 1792 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1793 drain_rod_charge (item);
1822 }
1823 } 1794 }
1824} 1795}
1825 1796
1826/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1827 */ 1798 */
1799bool
1828void fire(object *op,int dir) { 1800fire (object *op, int dir)
1801{
1829 int spellcost=0; 1802 int spellcost = 0;
1830 1803
1831 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1805 if (action_makes_visible (op))
1806 make_visible (op);
1833 1807
1834 switch(op->contr->shoottype) { 1808 player *pl = op->contr;
1835 case range_none:
1836 return;
1837 1809
1838 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:
1839 player_fire_bow(op, dir); 1832 player_fire_bow (op, dir);
1840 return; 1833 break;
1841 1834
1842 case range_magic: /* Casting spells */ 1835 case SPELL:
1843 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);
1844 return; 1837 break;
1845 1838
1846 case range_misc: 1839 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1840 apply_map_builder (op, dir);
1871 return; 1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
1872 default: 1847 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1848 fire_misc_object (op, dir);
1874 return; 1849 break;
1875 } 1850 }
1876}
1877 1851
1878 1852 return true;
1853}
1879 1854
1880/* find_key 1855/* find_key
1881 * 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
1882 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1860 * pl is the player,
1886 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1889 */ 1864 */
1890 1865object *
1891object * find_key(object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1892{ 1867{
1893 object *tmp,*key; 1868 object *tmp, *key;
1894 1869
1895 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1871 if (!container->inv)
1872 return 0;
1897 1873
1898 /* 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 */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1877 if (door->type == DOOR && tmp->type == KEY)
1878 break;
1901 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1903 */ 1881 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1883 break;
1906 } 1884 }
1885
1907 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1908 /* 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.
1909 * 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
1910 * a key, return 1889 * a key, return
1911 */ 1890 */
1912 if (!tmp) { 1891 if (!tmp)
1892 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1914 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1896 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1898 if ((key = find_key (pl, tmp, door)))
1899 return key;
1917 } 1900 }
1918 } 1901 }
1902
1903 if (!tmp)
1919 if (!tmp) return NULL; 1904 return NULL;
1920 } 1905 }
1906
1921 /* 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,
1922 * see if we actually want to use it 1908 * see if we actually want to use it
1923 */ 1909 */
1924 if (pl!=container) { 1910 if (pl != container)
1911 {
1925 /* Only let players use keys in containers */ 1912 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1913 if (!pl->contr)
1914 return NULL;
1927 /* cases where this fails: 1915 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1916 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1917 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1918 * If the container is not active, return now since only active
1931 * containers can be used. 1919 * containers can be used.
1932 * If we only search keyrings and the container does not have 1920 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1921 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1922 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1923 * inv must have been an container and must have been active.
1936 * 1924 *
1937 * Change the color so that the message doesn't disappear with 1925 * Change the color so that the message doesn't disappear with
1938 * all the others. 1926 * all the others.
1939 */ 1927 */
1940 if (pl->contr->usekeys == key_inventory || 1928 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1929 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1931 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "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));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1934 return NULL;
1949 } 1935 }
1950 } 1936 }
1937
1951 return tmp; 1938 return tmp;
1952} 1939}
1953 1940
1954/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1943 * such that the caller should not do anything more,
1957 * 0 otherwise 1944 * 0 otherwise
1958 */ 1945 */
1946static int
1959static int player_attack_door(object *op, object *door) 1947player_attack_door (object *op, object *door)
1960{ 1948{
1961
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1965 */ 1952 */
1966 object *key=find_key(op, op, door); 1953 object *key = find_key (op, op, door);
1967 1954
1968 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1969 if (key) { 1956 if (key)
1957 {
1970 object *container=key->env; 1958 object *container = key->env;
1971 1959
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1974 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
1975 if (door->type == DOOR) { 1966 if (door->type == DOOR)
1976 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 */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1968 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1969 {
1980 "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);
1981 remove_door2(door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1972 }
1973
1983 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
1986 if (container != op) 1977 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
1988 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1981 }
1989 } else if (door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1983 {
1990 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
1991 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...");
1992 return 1; 1986 return 1;
1993 } 1987 }
1988
1994 return 0; 1989 return 0;
1995} 1990}
1996 1991
1997/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2002 */ 1997 */
2003 1998bool
2004void move_player_attack(object *op, int dir) 1999move_player_attack (object *op, int dir)
2005{ 2000{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2001 int on_battleground;
2009 mapstruct *m;
2010 2002
2011 nx=freearr_x[dir]+op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2013 2005
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2015 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
2016 /* 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
2017 * 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
2018 * 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
2019 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2020 * 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
2021 * 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
2022 * 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
2023 * move_ob uses. 2024 * move_ob uses.
2024 */ 2025 */
2025 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);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 2027
2037 mon = NULL;
2038 /* 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
2039 * 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.
2040 * 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
2041 * 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))
2042 */ 2051 {
2043 while (tmp!=NULL) { 2052 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 2053 return true;
2045 tmp=tmp->above; 2054 }
2046 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);
2047 } 2113 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2114 else
2049 mon = tmp; 2115 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2116
2060 if(mon->head != NULL) 2117 if (op->contr->tmp_invis || op->hide)
2061 mon = mon->head; 2118 make_visible (op);
2062 2119
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2120 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 2121 }
2091 /* If we're braced, we don't want to switch places with it */ 2122 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2124 * 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.
2125 */ 2125 */
2126 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
2127 recursive_roll(mon,dir,op); 2132 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2133 if (action_makes_visible (op))
2129 } 2134 make_visible (op);
2130 2135
2136 return true;
2137 }
2138 }
2131 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2132 * 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
2133 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2134 * 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
2135 * 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.
2136 */ 2144 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2147 {
2141 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2149 {
2169 } /* if player should attack something */ 2150 --op->contr->weapon_sp_left;
2170}
2171 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
2172int move_player(object *op,int dir) { 2165move_player (object *op, int dir)
2166{
2173 int pick; 2167 int pick;
2174 2168
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 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;
2216} 2215}
2217 2216
2218/* 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
2219 * new client/server stuff. 2218 * new client/server stuff.
2220 * 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
2221 * the new speed values for commands. 2220 * the new speed values for commands.
2222 * 2221 *
2223 * 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.
2224 */ 2225 */
2226bool
2225int handle_newcs_player(object *op) 2227handle_newcs_player (object *op)
2226{ 2228{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 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;
2244 flee_player(op); 2234 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2235
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2236 return true;
2249 } 2237 }
2238 else
2239 return false;
2250 } 2240 }
2251 2241
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* 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
2265 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2244 * called, so we recheck it here.
2267 */ 2245 */
2268 HandleClient(&op->contr->socket, op->contr); 2246 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2247 return true;
2270 2248
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2250 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2251
2281 else return 0; 2252 return false;
2282 } 2253}
2254
2255int
2256save_life (object *op)
2257{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2259 return 0;
2284}
2285 2260
2286int save_life(object *op) { 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 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));
2288 2266
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy ();
2289 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 ();
2290 return 0; 2280 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2281 }
2282
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2285 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2286 return 0;
2314} 2287}
2315 2288
2316/* 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
2317 * 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
2318 * 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
2319 * from. 2292 * from.
2320 */ 2293 */
2294static void
2321void remove_unpaid_objects(object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2322{ 2296{
2323 object *next;
2324
2325 while (op) { 2297 while (op)
2298 {
2326 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' */
2327 * we remove object 'op' 2300
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2302 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2305
2306 op->insert_at (env);
2336 } 2307 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2308 else if (op->inv)
2309 drop_unpaid_items (op->inv, env);
2310
2338 op=next; 2311 op = next;
2339 } 2312 }
2340} 2313}
2341 2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2342 2321
2343/* 2322/*
2344 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2326 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2327 * but there isn't one in the server directory.
2349 */ 2328 */
2329char *
2350char *gravestone_text (object *op) 2330gravestone_text (object *op)
2351{ 2331{
2352 static char buf2[MAX_BUF]; 2332 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2333 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2334 time_t now = time (NULL);
2355 2335
2356 strcpy (buf2, " R.I.P.\n\n"); 2336 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2337 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2339 else
2360 sprintf (buf, "%s\n", &op->name); 2340 sprintf (buf, "%s\n", &op->name);
2341
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2343 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2344 if (op->type == PLAYER)
2364 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);
2365 else 2346 else
2366 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
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2350 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2351 if (op->type == PLAYER)
2352 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2355 strcat (buf2, buf);
2373 } 2356 }
2357
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2360 strcat (buf2, buf);
2361
2377 return buf2; 2362 return buf2;
2378} 2363}
2379 2364
2380 2365void
2381
2382void do_some_living(object *op) { 2366do_some_living (object *op)
2367{
2383 int last_food=op->stats.food; 2368 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2369 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2370 int over_hp, over_sp, over_grace;
2386 int i; 2371 int i;
2387 int rate_hp = 1200; 2372 int rate_hp = 1200;
2388 int rate_sp = 2500; 2373 int rate_sp = 2500;
2389 int rate_grace = 2000; 2374 int rate_grace = 2000;
2390 const int max_hp = 1; 2375 const int max_hp = 1;
2391 const int max_sp = 1; 2376 const int max_sp = 1;
2392 const int max_grace = 1; 2377 const int max_grace = 1;
2393 2378
2394 if (op->contr->outputs_sync) { 2379 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2380 {
2396 if (op->contr->outputs[i].buf!=NULL && 2381 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2382 /* the socket code flashes the player visible/invisible
2398 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--;
2399 } 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 }
2400 2397
2401 if(op->contr->state==ST_PLAYING) { 2398 if (op->contr->ns->state == ST_PLAYING)
2402 2399 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2402 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2404 else
2405 {
2408 gen_hp = op->stats.maxhp; 2406 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2408 }
2409
2411 if(op->contr->gen_sp >= 0 ) 2410 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2412 else
2413 {
2414 gen_sp = op->stats.maxsp; 2414 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2416 }
2417
2417 if(op->contr->gen_grace >= 0) 2418 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2420 else
2421 {
2420 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2424 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2425
2458 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2459 /* 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. */
2460 if(--op->last_grace<0) { 2428 if (--op->last_grace < 0)
2429 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2430 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2463 if(max_grace>1) { 2433 if (max_grace > 1)
2434 {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2465 if (over_grace > 0) { 2436 if (over_grace > 0)
2437 {
2466 op->stats.sp += over_grace 2438 op->stats.sp += over_grace
2467 + (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;
2468 op->last_grace=0; 2440 op->last_grace = 0;
2441 }
2469 } else { 2442 else
2443 {
2470 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 }
2471 } 2446 }
2472 } else { 2447 else
2448 {
2473 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);
2474 } 2450 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2452 }
2453
2454 if (op->stats.food > 0)
2491 } 2455 {
2492 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 {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2494 if (over_hp > 0) { 2525 if (over_hp > 0)
2495 op->stats.sp += over_hp 2526 {
2496 + (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;
2497 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 }
2498 } else { 2533 else
2499 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);
2500 } 2535 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2536 }
2504 }
2505 2537
2506 /* Digestion */ 2538 /* Digestion */
2507 if(--op->last_eat<0) { 2539 if (--op->last_eat < 0)
2508#ifdef COZY_SERVER 2540 {
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2541 int bonus = max (0, op->contr->digestion),
2510 int bonus=dg>0?dg:0, 2542 penalty = max (0, -op->contr->digestion);
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2543
2517 if(op->contr->gen_hp > 0)
2518 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);
2519 else 2545
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2546 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2548 op->stats.food--;
2524 } 2549 }
2525 2550
2526 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 {
2527 object *tmp, *flesh=NULL; 2553 object *tmp, *flesh = 0;
2528 2554
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2556 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2558 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2532 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.");
2533 manual_apply(op,tmp,0); 2562 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2564 break;
2536 } 2565 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2566 else if (tmp->type == FLESH)
2567 flesh = tmp;
2538 } /* End if paid for object */ 2568 } /* End if paid for object */
2539 } /* end of for loop */ 2569 } /* end of for loop */
2570
2540 /* 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
2541 * eat flesh instead. 2572 * eat flesh instead.
2542 */ 2573 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 {
2544 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.");
2545 manual_apply(op,flesh,0); 2577 manual_apply (op, flesh, 0);
2578 }
2579 }
2580
2581 if (op->stats.food < 0)
2546 } 2582 {
2547 } /* end if player is starving */ 2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2548 2586
2549 while(op->stats.food<0&&op->stats.hp>0) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2550 op->stats.food++,op->stats.hp--;
2551
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2553 kill_player(op); 2588 kill_player (op);
2589 }
2554} 2590}
2555
2556
2557 2591
2558/* 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.
2559 * 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
2560 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2595 * file.
2562 */ 2596 */
2597void
2563void kill_player(object *op) 2598kill_player (object *op)
2564{ 2599{
2600 int x, y;
2565 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2566 int x,y,i;
2567 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2603 int will_kill_again;
2574 archetype *at; 2604 archetype *at;
2575 object *tmp; 2605 object *tmp;
2576 2606
2577 if(save_life(op)) 2607 if (save_life (op))
2578 return; 2608 return;
2579 2609
2580
2581 /* 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
2582 * 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.
2583 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2613 */
2585 if (op_on_battleground(op, &x, &y)) { 2614 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2615 {
2587 "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 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...");
2589 "Local medics have saved your life..."); 2618
2590
2591 /* restore player */ 2619 /* restore player */
2592 at = find_archetype("poisoning"); 2620 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2622 {
2595 remove_ob(tmp); 2623 tmp->destroy ();
2596 free_object(tmp);
2597 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))
2598 } 2629 {
2599 2630 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2632 }
2607 2633
2608 cure_disease(op,0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2636 if (op->stats.food <= 0)
2611 2637 op->stats.food = 999;
2638
2612 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 {
2616 sprintf(buf,"%s's finger", &op->name);
2617 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level),
2621 op->contr->killer);
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 } 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);
2628 2651 }
2652
2629 /* teleport defeated player to new destination*/ 2653 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2655 op->contr->braced = 0;
2632 return; 2656 return;
2633 } 2657 }
2634 2658
2635 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2636 2660
2637 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2638 2662
2639 if(op->stats.food<0) { 2663 if (op->stats.food < 0)
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation"); 2664 strcpy (op->contr->killer, "starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2660 /* save the map location for corpse, gravestone*/ 2668 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2662 2672
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2673 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * 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.
2667 * 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.
2668 */ 2676 */
2669 2677
2670 /* Basically two ways to go - remove a stat permanently, or just 2678 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2679 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2680 * of death.
2673 */ 2681 */
2674#ifndef COZY_SERVER 2682#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2683 if (settings.balanced_stat_loss)
2684 {
2676 /* If stat loss is permanent, lose one stat only. */ 2685 /* If stat loss is permanent, lose one stat only. */
2677 /* 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
2678 more if they do. */ 2687 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2688 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2689 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2690 little bit harder. */
2682 /* GD */ 2691 /* GD */
2683 if (settings.stat_loss_on_death) 2692 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2693 num_stats_lose = 1;
2689 } 2694 else
2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2696 }
2697 else
2698 num_stats_lose = 1;
2699
2690 lost_a_stat = 0; 2700 lost_a_stat = 0;
2691 2701
2692 for (z=0; z<num_stats_lose; z++) { 2702 for (z = 0; z < num_stats_lose; z++)
2703 {
2693 i = RANDOM() % NUM_STATS; 2704 i = RANDOM () % NUM_STATS;
2694 2705
2695 if (settings.stat_loss_on_death) { 2706 if (settings.stat_loss_on_death)
2707 {
2696 /* 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
2697 * what he lost. 2709 * what he lost.
2698 */ 2710 */
2699 change_attr_value(&(op->stats), i,-1); 2711 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2712 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2714 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2716 lost_a_stat = 1;
2705 } else { 2717 }
2718 else
2719 {
2706 /* deplete a stat */ 2720 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2721 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2722 object *dep;
2723
2724 dep = present_arch_in_ob (deparch, op);
2725 if (!dep)
2709 2726 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2727 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2728 insert_ob_in_ob (dep, op);
2714 } 2729 }
2715 lose_this_stat = 1; 2730 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2731 if (settings.balanced_stat_loss)
2732 {
2717 /* GD */ 2733 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2734 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2735 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2736 if (this_stat < 0)
2737 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2739 int keep_chance = this_stat * this_stat;
2740
2723 /* Yes, I am paranoid. Sue me. */ 2741 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2742 if (keep_chance < 1)
2725 keep_chance = 1; 2743 keep_chance = 1;
2726 2744
2727 /* There is a maximum depletion total per level. */ 2745 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2747 {
2729 lose_this_stat = 0; 2748 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2749 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2750 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2751 }
2741 } 2752 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2753 {
2751 if (this_stat>=-50) { 2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 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"); */
2757 } 2759 }
2758 } 2760 }
2759 } 2761 }
2760 } 2762
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2763 if (lose_this_stat)
2763 { 2764 {
2764 /* determine_god() seems to not work sometimes... why is this? 2765 this_stat = get_attr_value (&(dep->stats), i);
2765 Should I be using something else? GD */ 2766 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2767 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2768 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2769 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2770 * difference.
2770 " you.", god); 2771 */
2772 if (this_stat >= -50)
2771 else 2773 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2774 change_attr_value (&(dep->stats), i, -1);
2773 " 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 }
2774 } 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.");
2775#endif 2797#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2798
2779 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2800 * exp loss on the stone.
2781 */ 2801 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2803 sprintf (buf, "%s's gravestone", &op->name);
2804 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2805 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2806 tmp->name_pl = buf;
2786 "who was killed\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);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2808 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2809 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2811
2794 /**************************************/ 2812 /**************************************/
2795 /* */ 2813 /* */
2796 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
2799 /* */ 2817 /* */
2800 /**************************************/ 2818 /**************************************/
2801 2819
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2820 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2821 /* restore player */
2804 at = find_archetype("poisoning"); 2822 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2823 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2824
2807 remove_ob(tmp); 2825 if (tmp)
2808 free_object(tmp); 2826 {
2827 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2829 }
2811 2830
2812 at = find_archetype("confusion"); 2831 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2833 if (tmp)
2815 remove_ob(tmp); 2834 {
2816 free_object(tmp); 2835 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2837 }
2838
2819 cure_disease(op,0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2820 2840
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2842 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2848
2828 /* 2849 /*
2829 * 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
2830 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2831 * in the map. 2852 */
2832 */ 2853 op->drop_unpaid_items ();
2833 2854
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2855 /****************************************/
2838 /* */ 2856 /* */
2839 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2841 /* */ 2859 /* */
2842 /****************************************/ 2860 /****************************************/
2843 2861
2844 enter_player_savebed(op); 2862 enter_player_savebed (op);
2845 2863
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2864 op->contr->braced = 0;
2850 save_player(op,1);
2851 2865
2852 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2869 * on the space that might harm the player.
2856 */ 2870 */
2857 will_kill_again=0; 2871 will_kill_again = 0;
2858 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)
2859 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2861 } 2875
2862 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2863 object *force; 2878 object *force;
2864 int at; 2879 int at;
2865 2880
2866 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2883 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2873 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);
2874 } 2925 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2926 else
2933 delete_character(op->name,1); 2927 tmp->destroy ();
2934 } 2928 }
2935 } 2929 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2931 }
2977} 2932}
2978 2933
2979/* 2934/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
2981 * 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
2982 * was changed. 2937 * was changed.
2983 */ 2938 */
2984 2939void
2985void fix_weight(void) { 2940fix_weight (void)
2986 player *pl; 2941{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2942 for_all_players (pl)
2943 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2945
2989 if(old == sum) 2946 if (old == sum)
2990 continue; 2947 continue;
2991 fix_player(pl->ob); 2948 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 2950 }
2995} 2951}
2996 2952
2953void
2997void fix_luck(void) { 2954fix_luck (void)
2998 player *pl; 2955{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2956 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2958 pl->ob->change_luck (0);
3002} 2959}
3003
3004 2960
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3008 */ 2964 */
3009
3010void 2965void
3011cast_dust (object * op, object * throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3012{ 2967{
3013 object *skop, *spob; 2968 object *skop, *spob;
3014 2969
3015 skop = find_skill_by_name (op, throw_ob->skill); 2970 skop = find_skill_by_name (op, throw_ob->skill);
3016 2971
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2972 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2973 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2974 {
3020 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);
3021 &op->name);
3022 return; 2976 return;
3023 } 2977 }
3024 2978
3025 spob = throw_ob->inv; 2979 spob = throw_ob->inv;
3026 2980
3027 // 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
3028 // 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
3029 // errors should be reported as early as possible IMHO) 2983 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2984 if (!spob)
3031 { 2985 {
3032 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);
3033 &throw_ob->name, &op->name);
3034 return; 2987 return;
3035 } 2988 }
3036 2989
3037 if (op->type == PLAYER) 2990 if (op->type == PLAYER)
3038 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);
3039 2992
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2993 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2994
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2995 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2996}
3046 2997
2998void
3047void make_visible (object *op) { 2999make_visible (object *op)
3000{
3048 op->hide = 0; 3001 op->hide = 0;
3049 op->invisible = 0; 3002 op->invisible = 0;
3003
3050 if(op->type==PLAYER) { 3004 if (op->type == PLAYER)
3005 {
3051 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3053 } 3008 }
3009
3054 update_object(op,UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3055} 3011}
3056 3012
3013int
3057int is_true_undead(object *op) { 3014is_true_undead (object *op)
3058 object *tmp=NULL; 3015{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3017 return 1;
3061 3018
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3019 return 0;
3067} 3020}
3068 3021
3069/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3024 * indicate greater hideability.
3072 */ 3025 */
3073 3026int
3074int hideability(object *ob) { 3027hideability (object *ob)
3028{
3075 int i,level=0, mflag; 3029 int i, level = 0, mflag;
3076 sint16 x,y; 3030 sint16 x, y;
3077 3031
3078 if(!ob||!ob->map) return 0; 3032 if (!ob || !ob->map)
3033 return 0;
3079 3034
3080 /* so, on normal lighted maps, its hard to hide */ 3035 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3036 level = ob->map->darkness - 2;
3082 3037
3083 /* this also picks up whether the object is glowing. 3038 /* this also picks up whether the object is glowing.
3084 * 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
3085 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3041 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness));
3087 3043
3088 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3089 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 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3048 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue;
3051 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3053 level += 2;
3094 else /* open terrain! */ 3054 else /* open terrain! */
3095 level -= 1; 3055 level -= 1;
3096 } 3056 }
3097 3057
3098#if 0 3058#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3059 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3060#endif
3101 return level; 3061 return level;
3102} 3062}
3103 3063
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3068 */
3109 3069void
3110void do_hidden_move (object *op) { 3070do_hidden_move (object *op)
3071{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3073 object *skop;
3113 3074
3114 if(!op || !op->map) return; 3075 if (!op || !op->map)
3076 return;
3115 3077
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3079
3118 /* 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! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3081 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3082 if (!skop || num >= skop->level)
3083 {
3121 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!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3085 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3086 return;
3132 "You moved out of hiding! You are visible!");
3133 } 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 }
3134 else if (op->type == PLAYER && skop) { 3101 else if (op->type == PLAYER && skop)
3135 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);
3136 }
3137} 3103}
3138 3104
3139/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3140 3106
3107int
3141int stand_near_hostile( object *who ) { 3108stand_near_hostile (object *who)
3109{
3142 object *tmp=NULL; 3110 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3111 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3112 maptile *m;
3145 sint16 x,y; 3113 sint16 x, y;
3146 3114
3147 if(!who) return 0; 3115 if (!who)
3116 return 0;
3148 3117
3149 if(who->type==PLAYER) player=1; 3118 if (who->type == PLAYER)
3119 player = 1;
3120
3121 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3122 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3123
3152 /* search adjacent squares */ 3124 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3125 for (i = 1; i < 9; i++)
3126 {
3154 x = who->x+freearr_x[i]; 3127 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3128 y = who->y + freearr_y[i];
3156 m = who->map; 3129 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3130 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3131 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3132 * blocked, don't need to check this space.
3160 */ 3133 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3134 if (mflags & P_OUT_OF_MAP)
3135 continue;
3162 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)))
3163 3137 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3138
3165 if((player||friendly) 3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3140 {
3166 &&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)
3167 return 1; 3147 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3148 }
3174 } 3149 }
3175 } 3150 }
3176 return 0; 3151 return 0;
3177} 3152}
3178 3153
3179/* check the player los field for viewability of the 3154/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3181 * 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
3182 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3188 * 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.
3189 * -b.t. 3164 * -b.t.
3190 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3191 */ 3166 */
3192 3167int
3193int player_can_view (object *pl,object *op) { 3168player_can_view (object *pl, object *op)
3169{
3194 rv_vector rv; 3170 rv_vector rv;
3195 int dx,dy; 3171 int dx, dy;
3196 3172
3197 if(pl->type!=PLAYER) { 3173 if (pl->type != PLAYER)
3174 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3176 return -1;
3200 } 3177 }
3201 if (!pl || !op) return 0;
3202 3178
3203 if(op->head) { op = op->head; } 3179 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 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;
3227} 3210}
3228 3211
3229/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3214 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3215 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3216 * return 0.
3234 */ 3217 */
3218int
3235int action_makes_visible (object *op) { 3219action_makes_visible (object *op)
3236 3220{
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3224 return 0;
3240 3225
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3242 3228
3243 /* If monsters, they should become visible */ 3229 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3245 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");
3246 return 1; 3233 return 1;
3247 } 3234 }
3248 } 3235 }
3236
3249 return 0; 3237 return 0;
3250} 3238}
3251 3239
3252/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3242 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3243 * -exit-coord. (and if x, y not NULL)
3256 * 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
3257 * 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
3258 * 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
3259 */ 3247 */
3248int
3260int op_on_battleground (object *op, int *x, int *y) { 3249op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3250{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3264 * 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),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3260 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272 strcmp(tmp->name, "battleground")==0 && 3262 && tmp->type == BATTLEGROUND
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3266 /* before we assign the exit, check if this is a teambattle */
3275 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))
3276 object *invtmp; 3268 {
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3270 {
3278 if(invtmp->type==FORCE && invtmp->slaying && 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3272 {
3280 if (x != NULL && y != NULL) 3273 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3282 return 1; 3276 return 1;
3277 }
3283 } 3278 }
3284 } 3279 }
3285 } 3280
3286 if (x != NULL && y != NULL) 3281 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3288 return 1; 3284 return 1;
3285 }
3289 } 3286 }
3290 }
3291 } 3287 }
3288
3292 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3293 return 0; 3290 return 0;
3294} 3291}
3295 3292
3296/* 3293/*
3300 * attributes: 3297 * attributes:
3301 * object *who the dragon player 3298 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3299 * int atnr the attack-number of the ability focus
3303 * int level ability level 3300 * int level ability level
3304 */ 3301 */
3302void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3303dragon_ability_gain (object *who, int atnr, int level)
3304{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3305 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3306 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3307 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3308 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3310 int i = 0, j = 0;
3312 3311
3313 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3321
3323 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))
3324 return; 3339 return;
3325 3340
3326 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);
3327 tr = tr->next, i++); 3342 do_learn_spell (who, item, 0);
3328 3343 return;
3329 if (tr == NULL || tr->item == NULL) { 3344 }
3330 /* 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))
3331 return; 3355 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3356 if (item->invisible)
3357 {
3355 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);
3356 do_learn_spell (who, item->inv, 0); 3359 do_learn_spell (who, item->inv, 0);
3357 return; 3360 return;
3358 } 3361 }
3359 } 3362 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3363 else if (item->type == SKILL_TOOL && item->invisible)
3364 {
3361 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 {
3362 3367
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3368 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * 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
3365 * 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,
3366 * but not all of them, he gets nothing. 3371 * but not all of them, he gets nothing.
3367 */ 3372 */
3368 if (!(skop->attacktype & item->attacktype)) { 3373 if (!(skop->attacktype & item->attacktype))
3374 {
3369 /* Give new attacktype */ 3375 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3376 skop->attacktype |= item->attacktype;
3371 3377
3372 /* always add physical if there's none */ 3378 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3379 skop->attacktype |= AT_PHYSICAL;
3374 3380
3375 if (item->msg != NULL) 3381 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3382 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3383
3378 /* Give player new face */ 3384 /* Give player new face */
3379 if (item->animation_id) { 3385 if (item->animation_id)
3386 {
3380 who->face = skop->face; 3387 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3388 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3389 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3390 who->last_anim = 0;
3384 who->state = 0; 3391 who->state = 0;
3385 animate_object(who, who->direction); 3392 animate_object (who, who->direction);
3386 } 3393 }
3387 } 3394 }
3388 } 3395 }
3389 } 3396 }
3390 else if (item->type == FORCE) { 3397 else if (item->type == FORCE)
3398 {
3391 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3400 object *skin;
3401
3393 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3394 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)
3395 skin=skin->below); 3404 ;
3396 if (skin == NULL) return; 3405
3397 3406 if (!skin)
3407 return;
3408
3398 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3411 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3412 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3413
3402 /* print message */ 3414 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3415 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3416 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3417 {
3405 if(item->path_attuned & (1<<i)) { 3418 if (item->path_attuned & (1 << i))
3419 {
3406 if (j) 3420 if (j)
3407 strcat(buf," and "); 3421 strcat (buf, " and ");
3408 else 3422 else
3409 j = 1; 3423 j = 1;
3410 strcat(buf, spellpathnames[i]); 3424 strcat (buf, spellpathnames[i]);
3411 } 3425 }
3412 } 3426 }
3413 strcat(buf,"."); 3427 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3429 }
3416 3430
3417 /* evtl. adding flags: */ 3431 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3432 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3433 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3434 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3435 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3436 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3437 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3438
3425 /* print message if there is one */ 3439 /* print message if there is one */
3426 if (item->msg != NULL) 3440 if (item->msg != NULL)
3427 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
3428 } 3444 {
3429 else {
3430 /* generate misc. treasure */ 3445 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3446 tmp = arch_to_object (tr->item);
3432 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));
3433 tmp = insert_ob_in_ob (tmp, who); 3448 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3449 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3450 esrv_send_item (who, tmp);
3436 } 3451 }
3437} 3452}
3438 3453
3439/** 3454/**
3440 * 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
3441 * not readied. 3456 * not readied.
3442 */ 3457 */
3458void
3443void player_unready_range_ob(player *pl, object *ob) { 3459player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3445 3463
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3464 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3465 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3466
3449 if (pl->shoottype == i) { 3467 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3468 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 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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