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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 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 1.17 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( (size_t) 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.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{ 330{
205 object *op = arch_to_object (get_player_archetype (NULL)); 331 observe = op ? op : ob;
206 int i; 332 do_los = 1;
333}
207 334
208 if (!p) 335player::player ()
209 { 336{
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 p->clear ();
233
234 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 338 * we deal with that below this point.
236 */ 339 */
237 p->party = NULL; 340 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 341 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 343
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
248 345
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 346 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 347 bowtype = bow_normal;
266 p->petmode = pet_normal; 348 petmode = pet_normal;
267 p->listening = 10; 349 listening = 10;
268 p->usekeys = containers; 350 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 352 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 353
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 354 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 355 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 356}
278 357
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 358void
359player::do_destroy ()
360{
361 disconnect ();
280 362
281 /* we need to clear these to -1 and not zero - otherwise, 363 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 364
283 * send new values to the client, as things like exp start 365 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 366 {
291 for (i = 0; i < NROFATTACKS; i++) 367 ob->destroy_inv (false);
368 ob->destroy ();
292 { 369 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 370
298 p->socket.update_look = 0; 371 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 372}
302 373
303/* This loads the first map an puts the player on it. */ 374player::~player ()
304static void set_first_map(object *op)
305{ 375{
306 strcpy(op->contr->maplevel, first_map_path); 376 /* Clear item stack */
307 op->x = -1; 377 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 378}
311 379
312/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 381 * All we can really get in this is some settings like host and display
314 * mode. 382 * mode.
315 */ 383 */
384player *
385player::create ()
386{
387 player *pl = new player;
316 388
317int add_player(NewSocket *ns) { 389 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 390
320 p=get_player(NULL); 391 pl->ob->roll_stats ();
321 p->socket = *ns; 392 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 394
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 395 set_first_map (pl->ob);
332 396
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 397 return pl;
340} 398}
341 399
342/* 400/*
343 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
346 */ 404 */
405archetype *
347archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
348{ 407{
349 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
350 for (;;) { 410 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 411 {
362} 412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
363 416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420}
364 421
422object *
365object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
366 object *op = NULL; 425 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 426 objectlink *ol;
369 unsigned lastdist; 427 unsigned lastdist;
370 rv_vector rv; 428 rv_vector rv;
371 429
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 431 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 433 continue;
399 434
400 if(lastdist>rv.distance) { 435 if (lastdist > rv.distance)
436 {
401 op=ol->ob; 437 op = ol->ob;
402 lastdist=rv.distance; 438 lastdist = rv.distance;
403 } 439 }
404 } 440 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 441
442 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 443 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 445 {
413 } 446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
414#if 0 450#if 0
415 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)");
416#endif 452#endif
417 return op; 453 return op;
418} 454}
419 455
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 473 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 474 * is probably not a good thing.
439 */ 475 */
440#define MAX_SPACES 50 476#define MAX_SPACES 50
441
442 477
443/* 478/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 480 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 481 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 494 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 495 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 496 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 497 * is blocking itself.
463 */ 498 */
499int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
465 rv_vector rv; 502 rv_vector rv;
466 sint16 x,y; 503 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
469 506
470 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
471 508
472 if (rv.distance<mindiff) return 0; 509 if (rv.distance < mindiff)
510 return 0;
473 511
474 x=mon->x; 512 x = mon->x;
475 y=mon->y; 513 y = mon->y;
476 m=mon->map; 514 m = mon->map;
477 dir = rv.direction; 515 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 520 if (diff > max)
521 return 0;
522
482 while (diff >1 && max>0) { 523 while (diff > 1 && max > 0)
524 {
483 lastx = x; 525 lastx = x;
484 lasty = y; 526 lasty = y;
485 lastmap = m; 527 lastmap = m;
486 x = lastx + freearr_x[dir]; 528 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 529 y = lasty + freearr_y[dir];
488 530
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 531 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 533
492 /* Space is blocked - try changing direction a little */ 534 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
495 /* recalculate direction from last good location. Possible 538 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 539 * we were not traversing ideal location before.
497 */ 540 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 542 if (rv.direction != dir)
543 {
500 /* OK - says direction should be different - lets reset the 544 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 545 * the values so it will try again.
502 */ 546 */
503 x = lastx; 547 x = lastx;
504 y = lasty; 548 y = lasty;
505 m = lastmap; 549 m = lastmap;
506 dir = firstdir = rv.direction; 550 dir = firstdir = rv.direction;
551 }
507 } else { 552 else
553 {
508 /* direct path is blocked - try taking a side step to 554 /* direct path is blocked - try taking a side step to
509 * either the left or right. 555 * either the left or right.
510 * Note increase the values in the loop below to be 556 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 557 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 558 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 559 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 560 * stepping back and forth
515 */ 561 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 565 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 566 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 567 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 568 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 569 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 570 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 571 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 573 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 574 * the last direction the creature has successfully
527 * moved. 575 * moved.
528 */ 576 */
529 577
530 x = lastx + freearr_x[absdir(lastdir+i)]; 578 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 579 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 580 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 581 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 582 if (mflags & P_OUT_OF_MAP)
583 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 587 if (mflags & P_BLOCKSVIEW)
588 continue;
538 589
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
540 } 592 }
541 /* go through entire loop without finding a valid 593 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 594 * sidestep to take - thus, no valid path.
543 */ 595 */
544 if (i==(DETOUR_AMOUNT+1)) 596 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 597 return 0;
546 diff--; 598 diff--;
547 lastdir=dir; 599 lastdir = dir;
548 max--; 600 max--;
549 if (!firstdir) firstdir = dir+i; 601 if (!firstdir)
602 firstdir = dir + i;
550 } /* else check alternate directions */ 603 } /* else check alternate directions */
551 } /* if blocked */ 604 } /* if blocked */
552 else { 605 else
606 {
553 /* we moved towards creature, so diff is less */ 607 /* we moved towards creature, so diff is less */
554 diff--; 608 diff--;
555 max--; 609 max--;
556 lastdir=dir; 610 lastdir = dir;
611 if (!firstdir)
557 if (!firstdir) firstdir = dir; 612 firstdir = dir;
613 }
614
615 if (diff <= 1)
558 } 616 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 618 * headed toward player for entire distance.
562 */ 619 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 622 }
566 if (diff>max) return 0; 623
624 if (diff > max)
625 return 0;
567 } 626 }
627
568 /* 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 */
569 if (!max) return 0; 629 if (!max)
630 return 0;
570 631
571 return firstdir; 632 return firstdir;
572} 633}
573 634
635void
574void give_initial_items(object *pl,treasurelist *items) { 636give_initial_items (object *pl, treasurelist * items)
637{
575 object *op,*next=NULL; 638 object *op, *next = NULL;
576 639
577 if(pl->randomitems!=NULL) 640 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 642
580 for (op=pl->inv; op; op=next) { 643 for (op = pl->inv; op; op = next)
644 {
581 next = op->below; 645 next = op->below;
582 646
583 /* Forces get applied per default, unless they have the 647 /* Forces get applied per default, unless they have the
584 * 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
585 */ 649 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 651 SET_FLAG (op, FLAG_APPLIED);
588 652
589 /* we never give weapons/armour if these cannot be used 653 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 654 * by this player due to race restrictions
591 */ 655 */
592 if (pl->type == PLAYER) { 656 if (pl->type == PLAYER)
657 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 660 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 661 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 663 {
603 } 664 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 665 continue;
623 } 666 }
624 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)
625 } 676 {
677 object *tmp;
626 678
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
627 if (op->type == SPELLBOOK && op->inv) { 694 if (op->type == SPELLBOOK && op->inv)
695 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 697 }
630 698
631 /* Give starting characters identified, uncursed, and undamned 699 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 701 * merged properly.
634 */ 702 */
635 if (need_identify(op)) { 703 if (need_identify (op))
704 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 705 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 706 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 707 CLEAR_FLAG (op, FLAG_DAMNED);
708 }
709 if (op->type == SPELL)
639 } 710 {
640 if(op->type==SPELL) { 711 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 712 continue;
713 }
714 else if (op->type == SKILL)
644 } 715 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 717 op->stats.exp = 0;
648 op->level = 1; 718 op->level = 1;
649 } 719 }
650 /* lock all 'normal items by default */ 720 /* lock all 'normal items by default */
721 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 722 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 723 } /* for loop of objects in player inv */
653 724
654 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
655 link_player_skills(pl); 726 link_player_skills (pl);
656} 727}
657 728
658void get_name(object *op) { 729void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 730get_party_password (object *op, partylist *party)
731{
731 if (party == NULL) { 732 if (party == NULL)
733 {
732 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);
733 return; 735 return;
734 } 736 }
737
735 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
738 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:");
739} 742}
740
741 743
742/* 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
743int roll_stat(void) { 746roll_stat (void)
747{
744 int a[4],i,j,k; 748 int a[4], i, j, k;
745 749
746 for(i=0;i<4;i++) 750 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 751 a[i] = (int) rndm (6) + 1;
748 752
749 for(i=0,j=0,k=7;i<4;i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 754 if (a[i] < k)
751 k=a[i],j=i; 755 k = a[i], j = i;
752 756
753 for(i=0,k=0;i<4;i++) { 757 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 758 if (i != j)
755 k+=a[i]; 759 k += a[i];
756 } 760
757 return k; 761 return k;
758} 762}
759 763
760void roll_stats(object *op) { 764void
765object::roll_stats ()
766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
761 int sum=0; 771 int sum = 0;
762 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
764 774
765 do { 775 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 776 break;
767 op->stats.Dex=roll_stat(); 777 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 778
778 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 781
787 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 784
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 785 stats.exp = 0;
818 op->stats.ac=0; 786 stats.ac = 0;
819 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
820 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
823 797
824 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
825 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 828 contr->orig_stats = stats;
829 }
829} 830}
830 831
831void Roll_Again(object *op) 832static void
833start_info (object *op)
832{ 834{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
841 836
842 if ( op->contr->Swap_First == -1 ) { 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 841}
950 842
951/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
955 * not the class. 847 * not the class.
956 */ 848 */
957 849void
958int key_change_class(object *op, char key) 850player::chargen_race_done ()
959{ 851{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
974 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
976 861
977 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
978 863
979 if (op->msg) 864 if (ob->msg)
980 op->msg=NULL; 865 ob->msg = 0;
981 866
982 /* 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
983 * to save here. 868 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 char mapname[MAX_BUF];
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n");
1016 }
1017 return 0;
1018 }
1019
1020 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above.
1022 */ 869 */
1023 870 {
1024 tmp_loop = 0;
1025 while(!tmp_loop) {
1026 shstr name = op->name;
1027 int x = op->x, y = op->y;
1028 remove_statbonus(op);
1029 remove_ob (op);
1030 op->arch = get_player_archetype(op->arch);
1031 copy_object (&op->arch->clone, op);
1032 op->instantiate ();
1033 op->stats = op->contr->orig_stats;
1034 op->name = op->name_pl = name;
1035 op->x = x;
1036 op->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op);
1042 tmp_loop=allowed_class(op);
1043 }
1044 update_object(op,UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op);
1046 fix_player(op);
1047 op->stats.hp=op->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp;
1049 op->stats.grace=0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054}
1055
1056int key_confirm_quit(object *op, char key)
1057{
1058 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1089 for (mp=first_map; mp!=NULL; mp=next) { 873 make_path_to_file (buf);
1090 next = mp->next; 874 }
1091 if (!strncmp(mp->path, buf, strlen(buf))) 875
1092 delete_map(mp); 876 start_info (ob);
1093 } 877 CLEAR_FLAG (ob, FLAG_WIZ);
1094 878 give_initial_items (ob, ob->randomitems);
1095 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)
1096 } 887 {
1097 play_again(op); 888 object *tmp;
1098 return 1; 889 char mapname[MAX_BUF];
1099}
1100 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
1101void flee_player(object *op) { 942flee_player (object *op)
943{
1102 int dir,diff; 944 int dir, diff;
1103 rv_vector rv; 945 rv_vector rv;
1104 946
1105 if(op->stats.hp < 0) { 947 if (op->stats.hp < 0)
948 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 949 LOG (llevDebug, "Fleeing player is dead.\n");
1107 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)))
1108 return; 987 return;
1109 } 988 }
1110 989
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 992 op->enemy = NULL;
1145} 993}
1146
1147 994
1148/* 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.
1149 * 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
1150 * stop. 997 * stop.
1151 */ 998 */
999int
1152int check_pick(object *op) { 1000check_pick (object *op)
1001{
1153 object *tmp, *next; 1002 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1003 int stop = 0;
1156 int j, k, wvratio; 1004 int wvratio;
1157 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1158
1159 1006
1160 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1162 return 1; 1009 return 1;
1163 1010
1164 op_tag = op->count;
1165
1166 next = op->below; 1011 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1012
1170 /* 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
1171 * destroyed */ 1014 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1015 while (next && !next->destroyed ())
1173 { 1016 {
1174 tmp = next; 1017 tmp = next;
1175 next = tmp->below; 1018 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1019
1179 if (was_destroyed (op, op_tag)) 1020 if (op->destroyed ())
1180 return 0; 1021 return 0;
1181 1022
1182 if ( ! can_pick (op, tmp)) 1023 if (!can_pick (op, tmp))
1183 continue; 1024 continue;
1184 1025
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1027 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1028 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1029 pick_up (op, tmp);
1189 continue; 1030 continue;
1190 } 1031 }
1191 1032
1192 /* high not bit set? We're using the old autopickup model */ 1033 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1034 if (!(op->contr->mode & PU_NEWMODE))
1035 {
1194 switch (op->contr->mode) { 1036 switch (op->contr->mode)
1037 {
1038 case 0:
1195 case 0: return 1; /* don't pick up */ 1039 return 1; /* don't pick up */
1040 case 1:
1196 case 1: pick_up (op, tmp); 1041 pick_up (op, tmp);
1197 return 1; 1042 return 1;
1043 case 2:
1198 case 2: pick_up (op, tmp); 1044 pick_up (op, tmp);
1199 return 0; 1045 return 0;
1046 case 3:
1200 case 3: return 0; /* stop before pickup */ 1047 return 0; /* stop before pickup */
1048 case 4:
1201 case 4: pick_up (op, tmp); 1049 pick_up (op, tmp);
1202 break; 1050 break;
1051 case 5:
1203 case 5: pick_up (op, tmp); 1052 pick_up (op, tmp);
1204 stop = 1; 1053 stop = 1;
1205 break; 1054 break;
1206 case 6: 1055 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1057 pick_up (op, tmp);
1210 break; 1058 break;
1211 1059
1212 case 7: 1060 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1061 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1062 pick_up (op, tmp);
1215 break; 1063 break;
1216 1064
1217 default: 1065 default:
1218 /* use value density */ 1066 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp); 1069 pick_up (op, tmp);
1224 } 1070 }
1225 } 1071 }
1226 else { /* old model */ 1072 else
1073 { /* old model */
1227 /* NEW pickup handling */ 1074 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 1075 if (op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 { 1076 {
1248 sprintf(tmpstr,"%d ",k*32+j); 1077 /* some debugging code to figure out item information */
1249 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);
1250 } 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 }
1251 } 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 }
1252 } 1302 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 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);
1255#if 0 1324#if 0
1256 /* print the flags too */ 1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1326 if (tmp->name != NULL)
1258 { 1327 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1328 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1329 }
1261 { 1330 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1263 if(!((j+1)%4))fprintf(stderr," "); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1334#endif
1268 } 1335 continue;
1269 /* philosophy: 1336 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1337 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1338 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1339 }
1429 } /* the new pickup model */ 1340
1430 }
1431 return ! stop; 1341 return !stop;
1432} 1342}
1433 1343
1434/* 1344/*
1435 * Find an arrow in the inventory and after that 1345 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1346 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1347 * found object is returned.
1438 */ 1348 */
1349object *
1439object *find_arrow(object *op, const char *type) 1350find_arrow (object *op, const char *type)
1440{ 1351{
1441 object *tmp = NULL; 1352 object *tmp = 0;
1442 1353
1443 for(op=op->inv; op; op=op->below) 1354 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1445 QUERY_FLAG(op,FLAG_APPLIED))
1446 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1447 else if (op->type==ARROW && op->race==type) 1357 else if (op->type == ARROW && op->race == type)
1448 return op; 1358 return splay (op);
1359
1449 return tmp; 1360 return tmp;
1450} 1361}
1451 1362
1452/* 1363/*
1453 * 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
1454 * 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
1455 * 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
1456 * 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.
1457 */ 1368 */
1458 1369object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1371{
1461 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1463 1374
1464 if (!type) 1375 if (!type)
1465 return NULL; 1376 return NULL;
1466 1377
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1378 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1379 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1381 {
1470 i = 0; 1382 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1383 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1384 if (i > betterby)
1385 {
1473 tmp = ntmp; 1386 tmp = ntmp;
1474 betterby = i; 1387 betterby = i;
1475 } 1388 }
1389 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1390 else if (arrow->type == ARROW && arrow->race == type)
1391 {
1477 /* allways prefer assasination/slaying */ 1392 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1394 {
1480 if (arrow->attacktype & AT_DEATH) { 1395 if (arrow->attacktype & AT_DEATH)
1396 {
1481 *better = 100; 1397 *better = 100;
1482 return arrow; 1398 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1399 }
1487 } else { 1400 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1401 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1402 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1403 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1404 }
1504 } 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 }
1505 } 1428 }
1429 }
1506 } 1430 }
1507 if (tmp == NULL && arrow == NULL) 1431 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1432 return find_arrow (op, type);
1509 1433
1510 *better = betterby; 1434 *better = betterby;
1511 return tmp; 1435 return tmp;
1512} 1436}
1513 1437
1514/* 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
1515 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1440 * op = the shooter
1517 * type = bow->race 1441 * type = bow->race
1518 * dir = fire direction 1442 * dir = fire direction
1519 */ 1443 */
1520 1444object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1522{ 1446{
1523 object *tmp = NULL; 1447 object *tmp = NULL;
1524 mapstruct *m; 1448 maptile *m;
1525 int i, mflags, found, number; 1449 int i, mflags, found, number;
1526 sint16 x, y; 1450 sint16 x, y;
1527 1451
1528 if (op->map == NULL) 1452 if (op->map == NULL)
1529 return find_arrow(op, type); 1453 return find_arrow (op, type);
1530 1454
1531 /* do a dex check */ 1455 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1456 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 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)))
1534 return find_arrow(op, type); 1458 return find_arrow (op, type);
1535 1459
1536 m = op->map; 1460 m = op->map;
1537 x = op->x; 1461 x = op->x;
1538 y = op->y; 1462 y = op->y;
1539 1463
1540 /* find the first target */ 1464 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1465 for (i = 0, found = 0; i < 20; i++)
1466 {
1542 x += freearr_x[dir]; 1467 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1468 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1469 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 {
1546 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)
1547 break; 1492 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1493 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1494 }
1565 if (tmp == NULL) 1495 if (tmp == NULL)
1566 return find_arrow(op, type); 1496 return find_arrow (op, type);
1567 1497
1568 if (tmp->head) 1498 if (tmp->head)
1569 tmp = tmp->head; 1499 tmp = tmp->head;
1570 1500
1571 return find_better_arrow(op, tmp, type, &i); 1501 return find_better_arrow (op, tmp, type, &i);
1572} 1502}
1573 1503
1574/* 1504/*
1575 * Creature fires a bow - op can be monster or player. Returns 1505 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1506 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1509 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1512 * player fire modes.
1583 */ 1513 */
1514int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1516{
1587 object *left, *bow; 1517 object *left, *bow;
1588 tag_t left_tag, tag; 1518 int mflags;
1589 int bowspeed, mflags; 1519 maptile *m;
1590 mapstruct *m;
1591 1520
1592 if (!dir) { 1521 if (!dir)
1522 {
1593 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!");
1594 return 0; 1524 return 0;
1525 }
1526
1527 if (op->contr)
1528 bow = op->current_weapon;
1529 else
1595 } 1530 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1534 */
1603 if(bow->type==BOW) 1535 if (bow->type == BOW)
1604 break; 1536 break;
1605 1537
1606 if (!bow) { 1538 if (!bow)
1539 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1541 return 0;
1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1609 } 1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1610 } 1551 }
1552
1611 if( !bow->race || !bow->skill) { 1553 if (!bow->race || !bow->skill)
1554 {
1612 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);
1613 return 0; 1556 return 0;
1614 } 1557 }
1615 1558
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1559 if (arrow == NULL)
1560 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1562 {
1626 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* 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 */
1630 else 1566 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1632 return 0; 1569 return 0;
1633 } 1570 }
1634 } 1571 }
1572
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1574 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1575 return 0;
1638 } 1576
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1578 {
1640 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.");
1641 return 0; 1580 return 0;
1642 } 1581 }
1643 1582
1644 /* this should not happen, but sometimes does */ 1583 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1584 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1585 {
1647 free_object(arrow); 1586 arrow->destroy ();
1648 return 0; 1587 return 0;
1649 } 1588 }
1650 1589
1651 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1592 if (!arrow)
1593 {
1655 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);
1656 return 0; 1595 return 0;
1657 } 1596 }
1658 set_owner(arrow, op); 1597
1598 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1599 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1600 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1601
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 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 */
1672 arrow->stats.hp = arrow->stats.dam; 1603 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1605
1674 if (arrow->slaying != NULL) 1606 if (arrow->slaying)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1676 1608
1677 /* Note that this was different for monsters - they got their level 1609#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1610 if (player *pl = op->contr)
1679 */
1680 1611 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1612 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1626 /* update the speed */
1686 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
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1628 + bow->stats.dam / 7.f;
1690 1629
1691 if (arrow->speed < 1.0) 1630 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1695 1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1696 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1636 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1638 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1644 }
1645 else
1646 {
1707 arrow->level = op->level; 1647 arrow->level = op->level;
1708 } 1648 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1649
1710 arrow->attacktype |= bow->attacktype; 1650 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1651 arrow->slaying = bow->slaying;
1713 1652
1714 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);
1715 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1662
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1664 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1665
1722 if (!was_destroyed(arrow, tag)) 1666 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1667 move_arrow (arrow);
1724 1668
1725 if (op->type == PLAYER) { 1669 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1670 {
1671 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1672 esrv_del_item (op->contr, left->count);
1728 else 1673 else
1729 esrv_send_item(op, left); 1674 esrv_send_item (op, left);
1730 } 1675 }
1676
1731 return 1; 1677 return 1;
1732} 1678}
1733 1679
1734/* Special fire code for players - this takes into 1680/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1681 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1682 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1683 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1684 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1685 * hence the function name.
1740 */ 1686 */
1687int
1741int player_fire_bow(object *op, int dir) 1688player_fire_bow (object *op, int dir)
1742{ 1689{
1743 int ret=0, wcmod=0; 1690 int ret = 0, wcmod = 0;
1744 1691
1745 if (op->contr->bowtype == bow_bestarrow) { 1692 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1693 {
1747 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);
1748 dir, 0, op->x, op->y); 1695 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1699 wcmod = -1;
1700
1752 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);
1753 op->x, op->y); 1702 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1703 else if (op->contr->bowtype == bow_threewide)
1704 {
1755 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);
1756 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)]);
1757 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 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1709 else if (op->contr->bowtype == bow_spreadshot)
1710 {
1759 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);
1760 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);
1761 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);
1762 1714 }
1763 } else { 1715 else
1716 {
1764 /* Simple case */ 1717 /* Simple case */
1765 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);
1766 } 1719 }
1720
1767 return ret; 1721 return ret;
1768} 1722}
1769
1770 1723
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1773 */ 1726 */
1727void
1774void fire_misc_object(object *op, int dir) 1728fire_misc_object (object *op, int dir)
1775{ 1729{
1776 object *item; 1730 object *item = op->contr->ranged_ob;
1777 1731
1778 if (!op->contr->ranges[range_misc]) { 1732 if (!item)
1733 {
1779 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.");
1780 return; 1735 return;
1781 } 1736 }
1782 1737
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1738 if (!item->inv)
1739 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1741 return;
1787 } 1742 }
1743
1744 if (!op->change_weapon (item))
1745 return;
1746
1788 if (item->type == WAND) { 1747 if (item->type == WAND)
1748 {
1789 if(item->stats.food<=0) { 1749 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1750 {
1751 op->contr->play_sound (sound_find ("wand_poof"));
1791 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
1792 return; 1754 return;
1793 } 1755 }
1756 }
1794 } else if (item->type == ROD || item->type==HORN) { 1757 else if (item->type == ROD || item->type == HORN)
1758 {
1795 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))
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1797 if (item->type== ROD) 1763 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "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));
1800 else 1765 else
1801 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));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1767
1803 return; 1768 return;
1804 } 1769 }
1805 } 1770 }
1806 1771
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1773 {
1808 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 */
1809 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1810 if (!(--item->stats.food)) { 1777 if (!(--item->stats.food))
1778 {
1811 object *tmp; 1779 object *tmp;
1780
1812 if (item->arch) { 1781 if (item->arch)
1782 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1815 item->speed = 0; 1785 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1786 }
1787
1818 if ((tmp=is_player_inv(item))) 1788 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1790 }
1821 } 1791 }
1822 else if (item->type == ROD || item->type==HORN) { 1792 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1793 drain_rod_charge (item);
1824 }
1825 } 1794 }
1826} 1795}
1827 1796
1828/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1829 */ 1798 */
1799bool
1830void fire(object *op,int dir) { 1800fire (object *op, int dir)
1801{
1831 int spellcost=0; 1802 int spellcost = 0;
1832 1803
1833 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1805 if (action_makes_visible (op))
1806 make_visible (op);
1835 1807
1836 switch(op->contr->shoottype) { 1808 player *pl = op->contr;
1837 case range_none:
1838 return;
1839 1809
1840 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:
1841 player_fire_bow(op, dir); 1832 player_fire_bow (op, dir);
1842 return; 1833 break;
1843 1834
1844 case range_magic: /* Casting spells */ 1835 case SPELL:
1845 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);
1846 return; 1837 break;
1847 1838
1848 case range_misc: 1839 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir ); 1840 apply_map_builder (op, dir);
1873 return; 1841 break;
1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1846
1874 default: 1847 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1848 fire_misc_object (op, dir);
1876 return; 1849 break;
1877 } 1850 }
1878}
1879 1851
1880 1852 return true;
1853}
1881 1854
1882/* find_key 1855/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1860 * pl is the player,
1888 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1891 */ 1864 */
1892 1865object *
1893object * find_key(object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1894{ 1867{
1895 object *tmp,*key; 1868 object *tmp, *key;
1896 1869
1897 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1871 if (!container->inv)
1872 return 0;
1899 1873
1900 /* 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 */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1877 if (door->type == DOOR && tmp->type == KEY)
1878 break;
1903 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1905 */ 1881 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1883 break;
1908 } 1884 }
1885
1909 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1910 /* 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.
1911 * 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
1912 * a key, return 1889 * a key, return
1913 */ 1890 */
1914 if (!tmp) { 1891 if (!tmp)
1892 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1916 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1896 if (tmp->type == CONTAINER && tmp->inv)
1897 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1898 if ((key = find_key (pl, tmp, door)))
1899 return key;
1919 } 1900 }
1920 } 1901 }
1902
1903 if (!tmp)
1921 if (!tmp) return NULL; 1904 return NULL;
1922 } 1905 }
1906
1923 /* 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,
1924 * see if we actually want to use it 1908 * see if we actually want to use it
1925 */ 1909 */
1926 if (pl!=container) { 1910 if (pl != container)
1911 {
1927 /* Only let players use keys in containers */ 1912 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1913 if (!pl->contr)
1914 return NULL;
1929 /* cases where this fails: 1915 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1916 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1917 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1918 * If the container is not active, return now since only active
1933 * containers can be used. 1919 * containers can be used.
1934 * If we only search keyrings and the container does not have 1920 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1921 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1922 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1923 * inv must have been an container and must have been active.
1938 * 1924 *
1939 * Change the color so that the message doesn't disappear with 1925 * Change the color so that the message doesn't disappear with
1940 * all the others. 1926 * all the others.
1941 */ 1927 */
1942 if (pl->contr->usekeys == key_inventory || 1928 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1929 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1931 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "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));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1934 return NULL;
1951 } 1935 }
1952 } 1936 }
1937
1953 return tmp; 1938 return tmp;
1954} 1939}
1955 1940
1956/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1943 * such that the caller should not do anything more,
1959 * 0 otherwise 1944 * 0 otherwise
1960 */ 1945 */
1946static int
1961static int player_attack_door(object *op, object *door) 1947player_attack_door (object *op, object *door)
1962{ 1948{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1967 */ 1952 */
1968 object *key=find_key(op, op, door); 1953 object *key = find_key (op, op, door);
1969 1954
1970 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1971 if (key) { 1956 if (key)
1957 {
1972 object *container=key->env; 1958 object *container = key->env;
1973 1959
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1976 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
1977 if (door->type == DOOR) { 1966 if (door->type == DOOR)
1978 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 */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1968 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1969 {
1982 "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);
1983 remove_door2(door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1972 }
1973
1985 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
1988 if (container != op) 1977 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
1990 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1981 }
1991 } else if (door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1983 {
1992 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
1993 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...");
1994 return 1; 1986 return 1;
1995 } 1987 }
1988
1996 return 0; 1989 return 0;
1997} 1990}
1998 1991
1999/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2004 */ 1997 */
2005 1998bool
2006void move_player_attack(object *op, int dir) 1999move_player_attack (object *op, int dir)
2007{ 2000{
2008 object *tmp, *mon;
2009 sint16 nx, ny;
2010 int on_battleground; 2001 int on_battleground;
2011 mapstruct *m;
2012 2002
2013 nx=freearr_x[dir]+op->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2015 2005
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2017 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
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2022 * 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
2023 * 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
2024 * 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
2025 * move_ob uses. 2024 * move_ob uses.
2026 */ 2025 */
2027 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);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 2027
2039 mon = NULL;
2040 /* 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
2041 * 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.
2042 * 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
2043 * 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))
2044 */ 2051 {
2045 while (tmp!=NULL) { 2052 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 2053 return true;
2047 tmp=tmp->above; 2054 }
2048 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);
2049 } 2113 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2114 else
2051 mon = tmp; 2115 op->statusmsg ("You withhold your attack");
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 2116
2062 if(mon->head != NULL) 2117 if (op->contr->tmp_invis || op->hide)
2063 mon = mon->head; 2118 make_visible (op);
2064 2119
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2120 return true;
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 { 2121 }
2093 /* If we're braced, we don't want to switch places with it */ 2122 }
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else {
2120 new_draw_info(0, 0,op,"You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2126 * 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.
2127 */ 2125 */
2128 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
2129 recursive_roll(mon,dir,op); 2132 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2133 if (action_makes_visible (op))
2131 } 2134 make_visible (op);
2132 2135
2136 return true;
2137 }
2138 }
2133 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2134 * 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
2135 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2136 * 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
2137 * 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.
2138 */ 2144 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2147 {
2143 2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2149 {
2171 } /* if player should attack something */ 2150 --op->contr->weapon_sp_left;
2172}
2173 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
2174int move_player(object *op,int dir) { 2165move_player (object *op, int dir)
2166{
2175 int pick; 2167 int pick;
2176 2168
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 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;
2218} 2215}
2219 2216
2220/* 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
2221 * new client/server stuff. 2218 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2220 * the new speed values for commands.
2224 * 2221 *
2225 * 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.
2226 */ 2225 */
2226bool
2227int handle_newcs_player(object *op) 2227handle_newcs_player (object *op)
2228{ 2228{
2229 if (op->contr->hidden) {
2230 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 }
2243 }
2244
2245 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;
2246 flee_player(op); 2234 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2235
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2236 return true;
2251 } 2237 }
2238 else
2239 return false;
2252 } 2240 }
2253 2241
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* 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
2267 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2244 * called, so we recheck it here.
2269 */ 2245 */
2270 HandleClient(&op->contr->socket, op->contr); 2246 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2247 return true;
2272 2248
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2250 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2251
2283 else return 0; 2252 return false;
2284 } 2253}
2254
2255int
2256save_life (object *op)
2257{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2259 return 0;
2286}
2287 2260
2288int save_life(object *op) { 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 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));
2290 2266
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy ();
2291 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 ();
2292 return 0; 2280 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2281 }
2282
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2285 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2286 return 0;
2316} 2287}
2317 2288
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2292 * from.
2322 */ 2293 */
2294static void
2323void remove_unpaid_objects(object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2324{ 2296{
2325 object *next;
2326
2327 while (op) { 2297 while (op)
2298 {
2328 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' */
2329 * we remove object 'op' 2300
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2302 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2305
2306 op->insert_at (env);
2338 } 2307 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2308 else if (op->inv)
2309 drop_unpaid_items (op->inv, env);
2310
2340 op=next; 2311 op = next;
2341 } 2312 }
2342} 2313}
2343 2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2344 2321
2345/* 2322/*
2346 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2326 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2327 * but there isn't one in the server directory.
2351 */ 2328 */
2329char *
2352char *gravestone_text (object *op) 2330gravestone_text (object *op)
2353{ 2331{
2354 static char buf2[MAX_BUF]; 2332 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2333 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2334 time_t now = time (NULL);
2357 2335
2358 strcpy (buf2, " R.I.P.\n\n"); 2336 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2337 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2339 else
2362 sprintf (buf, "%s\n", &op->name); 2340 sprintf (buf, "%s\n", &op->name);
2341
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2343 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2344 if (op->type == PLAYER)
2366 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);
2367 else 2346 else
2368 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
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2350 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2351 if (op->type == PLAYER)
2352 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2355 strcat (buf2, buf);
2375 } 2356 }
2357
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2360 strcat (buf2, buf);
2361
2379 return buf2; 2362 return buf2;
2380} 2363}
2381 2364
2382 2365void
2383
2384void do_some_living(object *op) { 2366do_some_living (object *op)
2367{
2385 int last_food=op->stats.food; 2368 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2369 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2370 int over_hp, over_sp, over_grace;
2388 int i; 2371 int i;
2389 int rate_hp = 1200; 2372 int rate_hp = 1200;
2390 int rate_sp = 2500; 2373 int rate_sp = 2500;
2391 int rate_grace = 2000; 2374 int rate_grace = 2000;
2392 const int max_hp = 1; 2375 const int max_hp = 1;
2393 const int max_sp = 1; 2376 const int max_sp = 1;
2394 const int max_grace = 1; 2377 const int max_grace = 1;
2395 2378
2396 if (op->contr->outputs_sync) 2379 if (op->contr->hidden)
2397 { 2380 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2381 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2382 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2383 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2402 } 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 }
2403 2397
2404 if(op->contr->state==ST_PLAYING) { 2398 if (op->contr->ns->state == ST_PLAYING)
2405 2399 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2402 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2404 else
2405 {
2411 gen_hp = op->stats.maxhp; 2406 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2408 }
2409
2414 if(op->contr->gen_sp >= 0 ) 2410 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2412 else
2413 {
2417 gen_sp = op->stats.maxsp; 2414 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2416 }
2417
2420 if(op->contr->gen_grace >= 0) 2418 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2420 else
2421 {
2423 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2424 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2425
2461 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2462 /* 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. */
2463 if(--op->last_grace<0) { 2428 if (--op->last_grace < 0)
2429 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2430 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2466 if(max_grace>1) { 2433 if (max_grace > 1)
2434 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2436 if (over_grace > 0)
2437 {
2469 op->stats.sp += over_grace 2438 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2439 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2440 op->last_grace = 0;
2441 }
2472 } else { 2442 else
2443 {
2473 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 }
2474 } 2446 }
2475 } else { 2447 else
2448 {
2476 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);
2477 } 2450 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2452 }
2453
2454 if (op->stats.food > 0)
2494 } 2455 {
2495 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 {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2497 if (over_hp > 0) { 2525 if (over_hp > 0)
2498 op->stats.sp += over_hp 2526 {
2499 + (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;
2500 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 }
2501 } else { 2533 else
2502 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);
2503 } 2535 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 } 2536 }
2507 }
2508 2537
2509 /* Digestion */ 2538 /* Digestion */
2510 if(--op->last_eat<0) { 2539 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2540 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2541 int bonus = max (0, op->contr->digestion),
2513 int bonus=dg>0?dg:0, 2542 penalty = max (0, -op->contr->digestion);
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2543
2520 if(op->contr->gen_hp > 0)
2521 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);
2522 else 2545
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2546 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2548 op->stats.food--;
2527 } 2549 }
2528 2550
2529 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 {
2530 object *tmp, *flesh=NULL; 2553 object *tmp, *flesh = 0;
2531 2554
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2556 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2558 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2535 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.");
2536 manual_apply(op,tmp,0); 2562 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2564 break;
2539 } 2565 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2566 else if (tmp->type == FLESH)
2567 flesh = tmp;
2541 } /* End if paid for object */ 2568 } /* End if paid for object */
2542 } /* end of for loop */ 2569 } /* end of for loop */
2570
2543 /* 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
2544 * eat flesh instead. 2572 * eat flesh instead.
2545 */ 2573 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 {
2547 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.");
2548 manual_apply(op,flesh,0); 2577 manual_apply (op, flesh, 0);
2578 }
2579 }
2580
2581 if (op->stats.food < 0)
2549 } 2582 {
2550 } /* end if player is starving */ 2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2551 2586
2552 while(op->stats.food<0&&op->stats.hp>0) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 op->stats.food++,op->stats.hp--;
2554
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2556 kill_player(op); 2588 kill_player (op);
2589 }
2557} 2590}
2558
2559
2560 2591
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2595 * file.
2565 */ 2596 */
2597void
2566void kill_player(object *op) 2598kill_player (object *op)
2567{ 2599{
2600 int x, y;
2568 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2569 int x, y;
2570 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2572 /* int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat; */
2577 int will_kill_again; 2603 int will_kill_again;
2578 archetype *at; 2604 archetype *at;
2579 object *tmp; 2605 object *tmp;
2580 2606
2581 if(save_life(op)) 2607 if (save_life (op))
2582 return; 2608 return;
2583 2609
2584
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2613 */
2589 if (op_on_battleground(op, &x, &y)) { 2614 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2615 {
2591 "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 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...");
2593 "Local medics have saved your life..."); 2618
2594
2595 /* restore player */ 2619 /* restore player */
2596 at = find_archetype("poisoning"); 2620 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2622 {
2599 remove_ob(tmp); 2623 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2629 {
2603 2630 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2632 }
2611 2633
2612 cure_disease(op,0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2636 if (op->stats.food <= 0)
2615 2637 op->stats.food = 999;
2638
2616 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 {
2620 sprintf(buf,"%s's finger", &op->name);
2621 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level),
2625 op->contr->killer);
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 } 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);
2632 2651 }
2652
2633 /* teleport defeated player to new destination*/ 2653 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2655 op->contr->braced = 0;
2636 return; 2656 return;
2637 } 2657 }
2638 2658
2639 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2640 2660
2641 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2642 2662
2643 if(op->stats.food<0) { 2663 if (op->stats.food < 0)
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation"); 2664 strcpy (op->contr->killer, "starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2664 /* save the map location for corpse, gravestone*/ 2668 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2666 2672
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2673 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2676 */
2673 2677
2674 /* Basically two ways to go - remove a stat permanently, or just 2678 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2679 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2680 * of death.
2677 */ 2681 */
2678#ifndef COZY_SERVER 2682#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2683 if (settings.balanced_stat_loss)
2684 {
2680 /* If stat loss is permanent, lose one stat only. */ 2685 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2687 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2688 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2689 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2690 little bit harder. */
2686 /* GD */ 2691 /* GD */
2687 if (settings.stat_loss_on_death) 2692 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2693 num_stats_lose = 1;
2693 } 2694 else
2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2696 }
2697 else
2698 num_stats_lose = 1;
2699
2694 lost_a_stat = 0; 2700 lost_a_stat = 0;
2695 2701
2696 for (z=0; z<num_stats_lose; z++) { 2702 for (z = 0; z < num_stats_lose; z++)
2703 {
2697 i = RANDOM() % NUM_STATS; 2704 i = RANDOM () % NUM_STATS;
2698 2705
2699 if (settings.stat_loss_on_death) { 2706 if (settings.stat_loss_on_death)
2707 {
2700 /* 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
2701 * what he lost. 2709 * what he lost.
2702 */ 2710 */
2703 change_attr_value(&(op->stats), i,-1); 2711 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2712 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2714 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2716 lost_a_stat = 1;
2709 } else { 2717 }
2718 else
2719 {
2710 /* deplete a stat */ 2720 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2721 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2722 object *dep;
2723
2724 dep = present_arch_in_ob (deparch, op);
2725 if (!dep)
2713 2726 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2727 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2728 insert_ob_in_ob (dep, op);
2718 } 2729 }
2719 lose_this_stat = 1; 2730 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2731 if (settings.balanced_stat_loss)
2732 {
2721 /* GD */ 2733 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2734 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2735 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2736 if (this_stat < 0)
2737 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2739 int keep_chance = this_stat * this_stat;
2740
2727 /* Yes, I am paranoid. Sue me. */ 2741 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2742 if (keep_chance < 1)
2729 keep_chance = 1; 2743 keep_chance = 1;
2730 2744
2731 /* There is a maximum depletion total per level. */ 2745 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2747 {
2733 lose_this_stat = 0; 2748 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2749 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2750 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2751 }
2745 } 2752 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2753 {
2755 if (this_stat>=-50) { 2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 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"); */
2761 } 2759 }
2762 } 2760 }
2763 } 2761 }
2764 } 2762
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2763 if (lose_this_stat)
2767 { 2764 {
2768 /* determine_god() seems to not work sometimes... why is this? 2765 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2766 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2767 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2768 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2769 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2770 * difference.
2774 " you.", god); 2771 */
2772 if (this_stat >= -50)
2775 else 2773 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2774 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.");
2779#endif 2797#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2798
2783 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2800 * exp loss on the stone.
2785 */ 2801 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2803 sprintf (buf, "%s's gravestone", &op->name);
2804 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2805 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2806 tmp->name_pl = buf;
2790 "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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2808 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2809 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2811
2798 /**************************************/ 2812 /**************************************/
2799 /* */ 2813 /* */
2800 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
2803 /* */ 2817 /* */
2804 /**************************************/ 2818 /**************************************/
2805 2819
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2820 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2821 /* restore player */
2808 at = find_archetype("poisoning"); 2822 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2823 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2824
2811 remove_ob(tmp); 2825 if (tmp)
2812 free_object(tmp); 2826 {
2827 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2829 }
2815 2830
2816 at = find_archetype("confusion"); 2831 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2833 if (tmp)
2819 remove_ob(tmp); 2834 {
2820 free_object(tmp); 2835 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2837 }
2838
2823 cure_disease(op,0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2824 2840
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2842 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2848
2832 /* 2849 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2835 * in the map. 2852 */
2836 */ 2853 op->drop_unpaid_items ();
2837 2854
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2855 /****************************************/
2842 /* */ 2856 /* */
2843 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2845 /* */ 2859 /* */
2846 /****************************************/ 2860 /****************************************/
2847 2861
2848 enter_player_savebed(op); 2862 enter_player_savebed (op);
2849 2863
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2864 op->contr->braced = 0;
2854 save_player(op,1);
2855 2865
2856 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2869 * on the space that might harm the player.
2860 */ 2870 */
2861 will_kill_again=0; 2871 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2865 } 2875
2866 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2867 object *force; 2878 object *force;
2868 int at; 2879 int at;
2869 2880
2870 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2883 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2877 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);
2878 } 2925 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2926 else
2937 delete_character(op->name,1); 2927 tmp->destroy ();
2938 } 2928 }
2939 } 2929 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2931 }
2981} 2932}
2982 2933
2983/* 2934/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2937 * was changed.
2987 */ 2938 */
2988 2939void
2989void fix_weight(void) { 2940fix_weight (void)
2990 player *pl; 2941{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2942 for_all_players (pl)
2943 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2945
2993 if(old == sum) 2946 if (old == sum)
2994 continue; 2947 continue;
2995 fix_player(pl->ob); 2948 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2950 }
2999} 2951}
3000 2952
2953void
3001void fix_luck(void) { 2954fix_luck (void)
3002 player *pl; 2955{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2956 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2958 pl->ob->change_luck (0);
3006} 2959}
3007
3008 2960
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3012 */ 2964 */
3013
3014void 2965void
3015cast_dust (object * op, object * throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3016{ 2967{
3017 object *skop, *spob; 2968 object *skop, *spob;
3018 2969
3019 skop = find_skill_by_name (op, throw_ob->skill); 2970 skop = find_skill_by_name (op, throw_ob->skill);
3020 2971
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2972 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2973 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2974 {
3024 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);
3025 &op->name);
3026 return; 2976 return;
3027 } 2977 }
3028 2978
3029 spob = throw_ob->inv; 2979 spob = throw_ob->inv;
3030 2980
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 2983 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2984 if (!spob)
3035 { 2985 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 2987 return;
3039 } 2988 }
3040 2989
3041 if (op->type == PLAYER) 2990 if (op->type == PLAYER)
3042 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);
3043 2992
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2993 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2994
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2995 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2996}
3050 2997
2998void
3051void make_visible (object *op) { 2999make_visible (object *op)
3000{
3052 op->hide = 0; 3001 op->hide = 0;
3053 op->invisible = 0; 3002 op->invisible = 0;
3003
3054 if(op->type==PLAYER) { 3004 if (op->type == PLAYER)
3005 {
3055 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3057 } 3008 }
3009
3058 update_object(op,UP_OBJ_FACE); 3010 update_object (op, UP_OBJ_CHANGE);
3059} 3011}
3060 3012
3013int
3061int is_true_undead(object *op) { 3014is_true_undead (object *op)
3062 object *tmp=NULL; 3015{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3017 return 1;
3065 3018
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3019 return 0;
3071} 3020}
3072 3021
3073/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3024 * indicate greater hideability.
3076 */ 3025 */
3077 3026int
3078int hideability(object *ob) { 3027hideability (object *ob)
3028{
3079 int i,level=0, mflag; 3029 int i, level = 0, mflag;
3080 sint16 x,y; 3030 sint16 x, y;
3081 3031
3082 if(!ob||!ob->map) return 0; 3032 if (!ob || !ob->map)
3033 return 0;
3083 3034
3084 /* so, on normal lighted maps, its hard to hide */ 3035 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3036 level = ob->map->darkness - 2;
3086 3037
3087 /* this also picks up whether the object is glowing. 3038 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3041 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness));
3091 3043
3092 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3048 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue;
3051 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3053 level += 2;
3098 else /* open terrain! */ 3054 else /* open terrain! */
3099 level -= 1; 3055 level -= 1;
3100 } 3056 }
3101 3057
3102#if 0 3058#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3059 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3060#endif
3105 return level; 3061 return level;
3106} 3062}
3107 3063
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3068 */
3113 3069void
3114void do_hidden_move (object *op) { 3070do_hidden_move (object *op)
3071{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3073 object *skop;
3117 3074
3118 if(!op || !op->map) return; 3075 if (!op || !op->map)
3076 return;
3119 3077
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3079
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3081 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3082 if (!skop || num >= skop->level)
3083 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3085 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3086 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3101 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3103}
3142 3104
3143/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3144 3106
3107int
3145int stand_near_hostile( object *who ) { 3108stand_near_hostile (object *who)
3109{
3146 object *tmp=NULL; 3110 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3111 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3112 maptile *m;
3149 sint16 x,y; 3113 sint16 x, y;
3150 3114
3151 if(!who) return 0; 3115 if (!who)
3116 return 0;
3152 3117
3153 if(who->type==PLAYER) player=1; 3118 if (who->type == PLAYER)
3119 player = 1;
3120
3121 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3122 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3123
3156 /* search adjacent squares */ 3124 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3125 for (i = 1; i < 9; i++)
3126 {
3158 x = who->x+freearr_x[i]; 3127 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3128 y = who->y + freearr_y[i];
3160 m = who->map; 3129 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3130 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3131 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3132 * blocked, don't need to check this space.
3164 */ 3133 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3134 if (mflags & P_OUT_OF_MAP)
3135 continue;
3166 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)))
3167 3137 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3138
3169 if((player||friendly) 3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3140 {
3170 &&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)
3171 return 1; 3147 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3148 }
3178 } 3149 }
3179 } 3150 }
3180 return 0; 3151 return 0;
3181} 3152}
3182 3153
3183/* check the player los field for viewability of the 3154/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 3164 * -b.t.
3194 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3195 */ 3166 */
3196 3167int
3197int player_can_view (object *pl,object *op) { 3168player_can_view (object *pl, object *op)
3169{
3198 rv_vector rv; 3170 rv_vector rv;
3199 int dx,dy; 3171 int dx, dy;
3200 3172
3201 if(pl->type!=PLAYER) { 3173 if (pl->type != PLAYER)
3174 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3176 return -1;
3204 } 3177 }
3205 if (!pl || !op) return 0;
3206 3178
3207 if(op->head) { op = op->head; } 3179 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 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;
3231} 3210}
3232 3211
3233/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3214 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3215 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3216 * return 0.
3238 */ 3217 */
3218int
3239int action_makes_visible (object *op) { 3219action_makes_visible (object *op)
3240 3220{
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3224 return 0;
3244 3225
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3246 3228
3247 /* If monsters, they should become visible */ 3229 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3249 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");
3250 return 1; 3233 return 1;
3251 } 3234 }
3252 } 3235 }
3236
3253 return 0; 3237 return 0;
3254} 3238}
3255 3239
3256/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3242 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3243 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 3247 */
3248int
3264int op_on_battleground (object *op, int *x, int *y) { 3249op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3250{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3260 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3262 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3266 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp; 3268 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3270 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3272 {
3284 if (x != NULL && y != NULL) 3273 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3286 return 1; 3276 return 1;
3277 }
3287 } 3278 }
3288 } 3279 }
3289 } 3280
3290 if (x != NULL && y != NULL) 3281 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3292 return 1; 3284 return 1;
3285 }
3293 } 3286 }
3294 }
3295 } 3287 }
3288
3296 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3297 return 0; 3290 return 0;
3298} 3291}
3299 3292
3300/* 3293/*
3304 * attributes: 3297 * attributes:
3305 * object *who the dragon player 3298 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3299 * int atnr the attack-number of the ability focus
3307 * int level ability level 3300 * int level ability level
3308 */ 3301 */
3302void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3303dragon_ability_gain (object *who, int atnr, int level)
3304{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3305 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3306 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3307 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3308 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3310 int i = 0, j = 0;
3316 3311
3317 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3321
3327 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))
3328 return; 3339 return;
3329 3340
3330 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);
3331 tr = tr->next, i++); 3342 do_learn_spell (who, item, 0);
3332 3343 return;
3333 if (tr == NULL || tr->item == NULL) { 3344 }
3334 /* 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))
3335 return; 3355 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3356 if (item->invisible)
3357 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3359 do_learn_spell (who, item->inv, 0);
3361 return; 3360 return;
3362 } 3361 }
3363 } 3362 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3363 else if (item->type == SKILL_TOOL && item->invisible)
3364 {
3365 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 {
3366 3367
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3368 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3371 * but not all of them, he gets nothing.
3371 */ 3372 */
3372 if (!(skop->attacktype & item->attacktype)) { 3373 if (!(skop->attacktype & item->attacktype))
3374 {
3373 /* Give new attacktype */ 3375 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3376 skop->attacktype |= item->attacktype;
3375 3377
3376 /* always add physical if there's none */ 3378 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3379 skop->attacktype |= AT_PHYSICAL;
3378 3380
3379 if (item->msg != NULL) 3381 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3382 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3383
3382 /* Give player new face */ 3384 /* Give player new face */
3383 if (item->animation_id) { 3385 if (item->animation_id)
3386 {
3384 who->face = skop->face; 3387 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3388 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3389 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3390 who->last_anim = 0;
3388 who->state = 0; 3391 who->state = 0;
3389 animate_object(who, who->direction); 3392 animate_object (who, who->direction);
3390 } 3393 }
3391 } 3394 }
3392 } 3395 }
3393 } 3396 }
3394 else if (item->type == FORCE) { 3397 else if (item->type == FORCE)
3398 {
3395 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3400 object *skin;
3401
3397 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3398 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)
3399 skin=skin->below); 3404 ;
3400 if (skin == NULL) return; 3405
3401 3406 if (!skin)
3407 return;
3408
3402 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3411 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3412 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3413
3406 /* print message */ 3414 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3415 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3416 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3417 {
3409 if(item->path_attuned & (1<<i)) { 3418 if (item->path_attuned & (1 << i))
3419 {
3410 if (j) 3420 if (j)
3411 strcat(buf," and "); 3421 strcat (buf, " and ");
3412 else 3422 else
3413 j = 1; 3423 j = 1;
3414 strcat(buf, spellpathnames[i]); 3424 strcat (buf, spellpathnames[i]);
3415 } 3425 }
3416 } 3426 }
3417 strcat(buf,"."); 3427 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3429 }
3420 3430
3421 /* evtl. adding flags: */ 3431 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3432 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3433 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3434 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3435 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3436 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3437 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3438
3429 /* print message if there is one */ 3439 /* print message if there is one */
3430 if (item->msg != NULL) 3440 if (item->msg != NULL)
3431 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
3432 } 3444 {
3433 else {
3434 /* generate misc. treasure */ 3445 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3446 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3448 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3449 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3450 esrv_send_item (who, tmp);
3440 } 3451 }
3441} 3452}
3442 3453
3443/** 3454/**
3444 * 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
3445 * not readied. 3456 * not readied.
3446 */ 3457 */
3458void
3447void player_unready_range_ob(player *pl, object *ob) { 3459player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3449 3463
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3464 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3465 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3466
3453 if (pl->shoottype == i) { 3467 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3468 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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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