ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 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 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
122 { 308 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 309 case SKILL:
124 break; 310 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 311 break;
167 } 312
168 strncat(news+size,buf,HUGE_BUF-size); 313 case WAND:
169 size+=strlen(buf); 314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
170 } 323 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 324
181int playername_ok(const char *cp) { 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 326}
190 327
191/* This no longer sets the player map. Also, it now updates 328void
192 * all the pointers so the caller doesn't need to do that. 329player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 330{
194 */ 331 observe = op ? op : ob;
332 do_los = 1;
333}
195 334
196/* Redo this to do both get_player_ob and get_player. 335player::player ()
197 * Hopefully this will be less bugfree and simpler. 336{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 338 * we deal with that below this point.
238 */ 339 */
239 p->party=NULL; 340 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 343
245#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 345
247#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
248 366 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
250 369 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 370
260 roll_stats(op); 371 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 372}
302 373
303 374player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 375{
307 strcpy(op->contr->maplevel, first_map_path); 376 /* Clear item stack */
308 op->x = -1; 377 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 378}
312 379
313/* Tries to add player on the connection passwd in ns. 380/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 381 * All we can really get in this is some settings like host and display
315 * mode. 382 * mode.
316 */ 383 */
384player *
385player::create ()
386{
387 player *pl = new player;
317 388
318int add_player(NewSocket *ns) { 389 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 390
321 p=get_player(NULL); 391 pl->ob->roll_stats ();
322 p->socket = *ns; 392 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 394
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 395 set_first_map (pl->ob);
333 396
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 397 return pl;
341} 398}
342 399
343/* 400/*
344 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
347 */ 404 */
405archetype *
348archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
349{ 407{
350 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
351 for (;;) { 410 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 411 {
363} 412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
364 416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420}
365 421
422object *
366object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
367 object *op = NULL; 425 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 426 objectlink *ol;
370 unsigned lastdist; 427 unsigned lastdist;
371 rv_vector rv; 428 rv_vector rv;
372 429
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 431 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 433 continue;
400 434
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 435 if (lastdist > rv.distance)
410 op=pl->ob; 436 {
437 op = ol->ob;
411 lastdist=rv.distance; 438 lastdist = rv.distance;
439 }
412 } 440 }
413 } 441
414 } 442 for_all_players (pl)
443 if (can_detect_enemy (mon, pl->ob, &rv))
444 if (lastdist > rv.distance)
445 {
446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
415#if 0 450#if 0
416 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)");
417#endif 452#endif
418 return op; 453 return op;
419} 454}
420 455
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 472 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 473 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 474 * is probably not a good thing.
440 */ 475 */
441#define MAX_SPACES 50 476#define MAX_SPACES 50
442
443 477
444/* 478/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 480 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 481 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 494 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 495 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 496 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 497 * is blocking itself.
464 */ 498 */
499int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
466 rv_vector rv; 502 rv_vector rv;
467 sint16 x,y; 503 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
470 506
471 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
472 508
473 if (rv.distance<mindiff) return 0; 509 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 510 return 0;
726}
727 511
728void confirm_password(object *op) { 512 x = mon->x;
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 518
730 op->contr->write_buf[0]='\0'; 519 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 520 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 521 return 0;
733}
734 522
523 while (diff > 1 && max > 0)
524 {
525 lastx = x;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530
531 mflags = get_map_flags (m, &m, x, y, &x, &y);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533
534 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
538 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before.
540 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
542 if (rv.direction != dir)
543 {
544 /* OK - says direction should be different - lets reset the
545 * the values so it will try again.
546 */
547 x = lastx;
548 y = lasty;
549 m = lastmap;
550 dir = firstdir = rv.direction;
551 }
552 else
553 {
554 /* direct path is blocked - try taking a side step to
555 * either the left or right.
556 * Note increase the values in the loop below to be
557 * more than -1/1 respectively will mean the monster takes
558 * bigger detour. Have to be careful about these values getting
559 * too big (3 or maybe 4 or higher) as the monster may just try
560 * stepping back and forth
561 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
565 continue; /* already did this, so skip it */
566 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in
568 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance,
571 * gets blocked, finds that it should move north,
572 * can't do that, but now finds it can move east, and
573 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully
575 * moved.
576 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap;
581 mflags = get_map_flags (m, &m, x, y, &x, &y);
582 if (mflags & P_OUT_OF_MAP)
583 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
587 if (mflags & P_BLOCKSVIEW)
588 continue;
589
590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
592 }
593 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path.
595 */
596 if (i == (DETOUR_AMOUNT + 1))
597 return 0;
598 diff--;
599 lastdir = dir;
600 max--;
601 if (!firstdir)
602 firstdir = dir + i;
603 } /* else check alternate directions */
604 } /* if blocked */
605 else
606 {
607 /* we moved towards creature, so diff is less */
608 diff--;
609 max--;
610 lastdir = dir;
611 if (!firstdir)
612 firstdir = dir;
613 }
614
615 if (diff <= 1)
616 {
617 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance.
619 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 }
623
624 if (diff > max)
625 return 0;
626 }
627
628 /* If we reached the max, didn't find a direction in time */
629 if (!max)
630 return 0;
631
632 return firstdir;
633}
634
635void
636give_initial_items (object *pl, treasurelist * items)
637{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642
643 for (op = pl->inv; op; op = next)
644 {
645 next = op->below;
646
647 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way
649 */
650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
651 SET_FLAG (op, FLAG_APPLIED);
652
653 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions
655 */
656 if (pl->type == PLAYER)
657 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
659 (op->type == ARMOUR || op->type == BOOTS ||
660 op->type == CLOAK || op->type == HELMET ||
661 op->type == SHIELD || op->type == GLOVES ||
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663 {
664 op->destroy ();
665 continue;
666 }
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)
676 {
677 object *tmp;
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
694 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698
699 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be
701 * merged properly.
702 */
703 if (need_identify (op))
704 {
705 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED);
708 }
709 if (op->type == SPELL)
710 {
711 op->destroy ();
712 continue;
713 }
714 else if (op->type == SKILL)
715 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0;
718 op->level = 1;
719 }
720 /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */
724
725 /* Need to set up the skill pointers */
726 link_player_skills (pl);
727}
728
729void
735void get_party_password(object *op, partylist *party) { 730get_party_password (object *op, partylist *party)
731{
736 if (party == NULL) { 732 if (party == NULL)
733 {
737 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);
738 return; 735 return;
739 } 736 }
737
740 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
743 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:");
744} 742}
745
746 743
747/* 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
748int roll_stat(void) { 746roll_stat (void)
747{
749 int a[4],i,j,k; 748 int a[4], i, j, k;
750 749
751 for(i=0;i<4;i++) 750 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 751 a[i] = (int) rndm (6) + 1;
753 752
754 for(i=0,j=0,k=7;i<4;i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 754 if (a[i] < k)
756 k=a[i],j=i; 755 k = a[i], j = i;
757 756
758 for(i=0,k=0;i<4;i++) { 757 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 758 if (i != j)
760 k+=a[i]; 759 k += a[i];
761 } 760
762 return k; 761 return k;
763} 762}
764 763
765void roll_stats(object *op) { 764void
765object::roll_stats ()
766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
766 int sum=0; 771 int sum = 0;
767 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
769 774
770 do { 775 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 776 break;
772 op->stats.Dex=roll_stat(); 777 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 778
783 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 781
792 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 784
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 785 stats.exp = 0;
823 op->stats.ac=0; 786 stats.ac = 0;
824 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
825 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
828 797
829 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
830 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 828 contr->orig_stats = stats;
829 }
834} 830}
835 831
836void Roll_Again(object *op) 832static void
833start_info (object *op)
837{ 834{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
846 836
847 if ( op->contr->Swap_First == -1 ) { 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 841}
955 842
956/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
960 * not the class. 847 * not the class.
961 */ 848 */
962 849void
963int key_change_class(object *op, char key) 850player::chargen_race_done ()
964{ 851{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 854
979 /* Lauwenmark : Here we handle the BORN global event */ 855 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
981 858
982 /* Lauwenmark : We then generate a LOGIN event */ 859 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 860 INVOKE_PLAYER (LOGIN, ob->contr);
861
984 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
985 863
986 if (op->msg) { 864 if (ob->msg)
987 free_string(op->msg); 865 ob->msg = 0;
988 op->msg=NULL;
989 }
990 866
991 /* 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
992 * to save here. 868 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */ 869 */
1033 870 {
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068}
1069
1070int key_confirm_quit(object *op, char key)
1071{
1072 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1102 for (mp=first_map; mp!=NULL; mp=next) { 873 make_path_to_file (buf);
1103 next = mp->next; 874 }
1104 if (!strncmp(mp->path, buf, strlen(buf))) 875
1105 delete_map(mp); 876 start_info (ob);
1106 } 877 CLEAR_FLAG (ob, FLAG_WIZ);
1107 878 give_initial_items (ob, ob->randomitems);
1108 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)
1109 } 887 {
1110 play_again(op); 888 object *tmp;
1111 return 1; 889 char mapname[MAX_BUF];
1112}
1113 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
1114void flee_player(object *op) { 942flee_player (object *op)
943{
1115 int dir,diff; 944 int dir, diff;
1116 rv_vector rv; 945 rv_vector rv;
1117 946
1118 if(op->stats.hp < 0) { 947 if (op->stats.hp < 0)
948 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 949 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 950 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 951 return;
1122 } 952 }
1123 953
1124 if(op->enemy==NULL) { 954 if (op->enemy == NULL)
955 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 956 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 958 return;
1128 } 959 }
1129 960
1130 /* Seen some crashes here. Since we don't store an 961 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 962 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 963 * actual enemy, and the object is recycled.
1133 */ 964 */
1134 if (op->enemy->map == NULL) { 965 if (op->enemy->map == NULL)
966 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 967 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 968 op->enemy = NULL;
1137 return; 969 return;
1138 } 970 }
1139 971
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 972 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 {
1141 op->enemy=NULL; 974 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 976 return;
1144 } 977 }
978
1145 get_rangevector(op, op->enemy, &rv, 0); 979 get_rangevector (op, op->enemy, &rv, 0);
1146 980
1147 dir=absdir(4+rv.direction); 981 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 982 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 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)))
987 return;
988 }
989
1155 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 992 op->enemy = NULL;
1158} 993}
1159
1160 994
1161/* 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.
1162 * 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
1163 * stop. 997 * stop.
1164 */ 998 */
999int
1165int check_pick(object *op) { 1000check_pick (object *op)
1001{
1166 object *tmp, *next; 1002 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1003 int stop = 0;
1169 int j, k, wvratio; 1004 int wvratio;
1170 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1171
1172 1006
1173 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1175 return 1; 1009 return 1;
1176 1010
1177 op_tag = op->count;
1178
1179 next = op->below; 1011 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1012
1183 /* 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
1184 * destroyed */ 1014 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1015 while (next && !next->destroyed ())
1186 { 1016 {
1187 tmp = next; 1017 tmp = next;
1188 next = tmp->below; 1018 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1019
1192 if (was_destroyed (op, op_tag)) 1020 if (op->destroyed ())
1193 return 0; 1021 return 0;
1194 1022
1195 if ( ! can_pick (op, tmp)) 1023 if (!can_pick (op, tmp))
1196 continue; 1024 continue;
1197 1025
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1027 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1028 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1029 pick_up (op, tmp);
1202 continue; 1030 continue;
1203 } 1031 }
1204 1032
1205 /* high not bit set? We're using the old autopickup model */ 1033 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1034 if (!(op->contr->mode & PU_NEWMODE))
1035 {
1207 switch (op->contr->mode) { 1036 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1037 {
1209 case 1: pick_up (op, tmp); 1038 case 0:
1210 return 1; 1039 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1040 case 1:
1212 return 0; 1041 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1042 return 1;
1214 case 4: pick_up (op, tmp); 1043 case 2:
1215 break; 1044 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1045 return 0;
1217 stop = 1; 1046 case 3:
1218 break; 1047 return 0; /* stop before pickup */
1219 case 6: 1048 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1049 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1050 break;
1222 pick_up(op, tmp); 1051 case 5:
1223 break; 1052 pick_up (op, tmp);
1053 stop = 1;
1054 break;
1055 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1057 pick_up (op, tmp);
1058 break;
1224 1059
1225 case 7: 1060 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1061 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1062 pick_up (op, tmp);
1228 break; 1063 break;
1229 1064
1230 default: 1065 default:
1231 /* use value density */ 1066 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1069 pick_up (op, tmp);
1235 >= op->contr->mode) 1070 }
1236 pick_up(op,tmp); 1071 }
1237 } 1072 else
1238 } 1073 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1074 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1075 if (op->contr->mode & PU_DEBUG)
1242 { 1076 {
1243 /* some debugging code to figure out item information */ 1077 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1078 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1081 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1084
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1086 }
1253 1087
1254 sprintf(putstring,"...flags: "); 1088 /* philosophy:
1255 for(k=0;k<4;k++) 1089 * It's easy to grab an item type from a pile, as long as it's
1256 { 1090 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1091 * and selections, select-items should be used. This is a
1258 { 1092 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1093 * example.
1260 { 1094 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1095 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1096 * convert to decimal and then 'pickup <#>
1263 } 1097 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 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 }
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 }
1302 }
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);
1268#if 0 1324#if 0
1269 /* print the flags too */ 1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1326 if (tmp->name != NULL)
1271 { 1327 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1328 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1329 }
1274 { 1330 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1276 if(!((j+1)%4))fprintf(stderr," "); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1334#endif
1335 continue;
1336 }
1337 }
1338 } /* the new pickup model */
1281 } 1339 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1340
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1341 return !stop;
1445} 1342}
1446 1343
1447/* 1344/*
1448 * Find an arrow in the inventory and after that 1345 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1346 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1347 * found object is returned.
1451 */ 1348 */
1349object *
1452object *find_arrow(object *op, const char *type) 1350find_arrow (object *op, const char *type)
1453{ 1351{
1454 object *tmp = NULL; 1352 object *tmp = 0;
1455 1353
1456 for(op=op->inv; op; op=op->below) 1354 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1460 else if (op->type==ARROW && op->race==type) 1357 else if (op->type == ARROW && op->race == type)
1461 return op; 1358 return splay (op);
1359
1462 return tmp; 1360 return tmp;
1463} 1361}
1464 1362
1465/* 1363/*
1466 * 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
1467 * 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
1468 * 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
1469 * 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.
1470 */ 1368 */
1471 1369object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1371{
1474 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1476 1374
1477 if (!type) 1375 if (!type)
1478 return NULL; 1376 return NULL;
1479 1377
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1378 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1379 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1381 {
1382 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1383 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1384 if (i > betterby)
1486 tmp = ntmp; 1385 {
1487 betterby = i; 1386 tmp = ntmp;
1488 } 1387 betterby = i;
1388 }
1389 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1390 else if (arrow->type == ARROW && arrow->race == type)
1391 {
1490 /* allways prefer assasination/slaying */ 1392 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1394 {
1493 if (arrow->attacktype & AT_DEATH) { 1395 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1396 {
1495 return arrow; 1397 *better = 100;
1496 } else { 1398 return arrow;
1497 tmp = arrow; 1399 }
1400 else
1401 {
1402 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1403 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1404 }
1500 } else { 1405 }
1406 else
1407 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1409 {
1502 attacktype = 1<<attacknum; 1410 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1413 {
1414 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1416 }
1508 } 1417 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1419 {
1420 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1421 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1422 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1424 {
1425 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1426 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1427 }
1428 }
1429 }
1517 } 1430 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1431 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1432 return find_arrow (op, type);
1522 1433
1523 *better = betterby; 1434 *better = betterby;
1524 return tmp; 1435 return tmp;
1525} 1436}
1526 1437
1527/* 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
1528 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1440 * op = the shooter
1530 * type = bow->race 1441 * type = bow->race
1531 * dir = fire direction 1442 * dir = fire direction
1532 */ 1443 */
1533 1444object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1535{ 1446{
1536 object *tmp = NULL; 1447 object *tmp = NULL;
1537 mapstruct *m; 1448 maptile *m;
1538 int i, mflags, found, number; 1449 int i, mflags, found, number;
1539 sint16 x, y; 1450 sint16 x, y;
1540 1451
1541 if (op->map == NULL) 1452 if (op->map == NULL)
1542 return find_arrow(op, type); 1453 return find_arrow (op, type);
1543 1454
1544 /* do a dex check */ 1455 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1456 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 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)))
1547 return find_arrow(op, type); 1458 return find_arrow (op, type);
1548 1459
1549 m = op->map; 1460 m = op->map;
1550 x = op->x; 1461 x = op->x;
1551 y = op->y; 1462 y = op->y;
1552 1463
1553 /* find the first target */ 1464 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1465 for (i = 0, found = 0; i < 20; i++)
1466 {
1555 x += freearr_x[dir]; 1467 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1468 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1469 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 {
1559 tmp = NULL; 1472 tmp = NULL;
1560 break; 1473 break;
1474 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1478 * perhaps a bad assumption.
1564 */ 1479 */
1565 tmp = NULL; 1480 tmp = NULL;
1566 break; 1481 break;
1567 } 1482 }
1568 if (mflags & P_IS_ALIVE) { 1483 if (mflags & P_IS_ALIVE)
1484 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1486 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1487 {
1572 break; 1488 found++;
1573 } 1489 break;
1490 }
1574 if (found) 1491 if (found)
1575 break; 1492 break;
1576 } 1493 }
1577 } 1494 }
1578 if (tmp == NULL) 1495 if (tmp == NULL)
1579 return find_arrow(op, type); 1496 return find_arrow (op, type);
1580 1497
1581 if (tmp->head) 1498 if (tmp->head)
1582 tmp = tmp->head; 1499 tmp = tmp->head;
1583 1500
1584 return find_better_arrow(op, tmp, type, &i); 1501 return find_better_arrow (op, tmp, type, &i);
1585} 1502}
1586 1503
1587/* 1504/*
1588 * Creature fires a bow - op can be monster or player. Returns 1505 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1506 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1509 * dir is the direction of fire.
1593 * 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)
1594 * 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
1595 * player fire modes. 1512 * player fire modes.
1596 */ 1513 */
1514int
1597int 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)
1598 sint16 sx, sint16 sy)
1599{ 1516{
1600 object *left, *bow; 1517 object *left, *bow;
1601 tag_t left_tag, tag; 1518 int mflags;
1602 int bowspeed, mflags; 1519 maptile *m;
1603 mapstruct *m;
1604 1520
1605 if (!dir) { 1521 if (!dir)
1522 {
1606 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!");
1607 return 0; 1524 return 0;
1525 }
1526
1527 if (op->contr)
1528 bow = op->current_weapon;
1529 else
1608 } 1530 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1615 */ 1534 */
1616 if(bow->type==BOW) 1535 if (bow->type == BOW)
1617 break; 1536 break;
1618 1537
1619 if (!bow) { 1538 if (!bow)
1539 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1541 return 0;
1622 } 1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1623 } 1551 }
1552
1624 if( !bow->race || !bow->skill) { 1553 if (!bow->race || !bow->skill)
1554 {
1625 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);
1626 return 0; 1556 return 0;
1627 } 1557 }
1628 1558
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1559 if (arrow == NULL)
1560 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1562 {
1639 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* 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 */
1643 else 1566 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1645 return 0; 1569 return 0;
1646 } 1570 }
1647 } 1571 }
1572
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1574 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1575 return 0;
1651 } 1576
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1578 {
1653 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.");
1654 return 0; 1580 return 0;
1655 } 1581 }
1656 1582
1657 /* this should not happen, but sometimes does */ 1583 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1584 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1585 {
1586 arrow->destroy ();
1587 return 0;
1588 }
1663 1589
1664 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1592 if (!arrow)
1593 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1595 return 0;
1670 return 0;
1671 } 1596 }
1672 set_owner(arrow, op); 1597
1673 if (arrow->skill) free_string(arrow->skill); 1598 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1599 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1600 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1601
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 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 */
1687 arrow->stats.hp = arrow->stats.dam; 1603 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1605
1689 if (arrow->slaying != NULL) 1606 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1691 1608
1692 /* Note that this was different for monsters - they got their level 1609#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1610 if (player *pl = op->contr)
1694 */
1695 1611 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1612 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 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
1700 /* update the speed */ 1626 /* update the speed */
1701 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
1702 0 : dam_bonus[op->stats.Str]) + 1628 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1629
1706 if (arrow->speed < 1.0) 1630 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1710 1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1711 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1636 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1638 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1644 }
1645 else
1646 {
1722 arrow->level = op->level; 1647 arrow->level = op->level;
1723 } 1648 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1649
1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1725 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1654 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1655
1729 arrow->map = m; 1656 wc -= arrow->level;
1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1662
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1664 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1665
1737 if (!was_destroyed(arrow, tag)) 1666 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1667 move_arrow (arrow);
1739 1668
1740 if (op->type == PLAYER) { 1669 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1670 {
1671 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1672 esrv_del_item (op->contr, left->count);
1743 else 1673 else
1744 esrv_send_item(op, left); 1674 esrv_send_item (op, left);
1745 } 1675 }
1676
1746 return 1; 1677 return 1;
1747} 1678}
1748 1679
1749/* Special fire code for players - this takes into 1680/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1681 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1682 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1683 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1684 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1685 * hence the function name.
1755 */ 1686 */
1687int
1756int player_fire_bow(object *op, int dir) 1688player_fire_bow (object *op, int dir)
1757{ 1689{
1758 int ret=0, wcmod=0; 1690 int ret = 0, wcmod = 0;
1759 1691
1760 if (op->contr->bowtype == bow_bestarrow) { 1692 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1693 {
1762 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);
1763 dir, 0, op->x, op->y); 1695 }
1764 } 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 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1699 wcmod = -1;
1700
1767 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);
1768 op->x, op->y); 1702 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1703 else if (op->contr->bowtype == bow_threewide)
1704 {
1770 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);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 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 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1709 else if (op->contr->bowtype == bow_spreadshot)
1710 {
1774 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);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 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);
1777 1714 }
1778 } else { 1715 else
1716 {
1779 /* Simple case */ 1717 /* Simple case */
1780 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);
1781 } 1719 }
1720
1782 return ret; 1721 return ret;
1783} 1722}
1784
1785 1723
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1788 */ 1726 */
1727void
1789void fire_misc_object(object *op, int dir) 1728fire_misc_object (object *op, int dir)
1790{ 1729{
1791 object *item; 1730 object *item = op->contr->ranged_ob;
1792 1731
1793 if (!op->contr->ranges[range_misc]) { 1732 if (!item)
1733 {
1794 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.");
1795 return; 1735 return;
1796 } 1736 }
1797 1737
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1738 if (!item->inv)
1739 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1741 return;
1802 } 1742 }
1803 if (item->type == WAND) { 1743
1804 if(item->stats.food<=0) { 1744 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1745 return;
1808 } 1746
1747 if (item->type == WAND)
1748 {
1749 if (item->stats.food <= 0)
1750 {
1751 op->contr->play_sound (sound_find ("wand_poof"));
1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
1754 return;
1755 }
1756 }
1809 } else if (item->type == ROD || item->type==HORN) { 1757 else if (item->type == ROD || item->type == HORN)
1758 {
1810 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))
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1812 if (item->type== ROD) 1763 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1765 else
1815 else 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1767
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1768 return;
1819 } 1769 }
1820 } 1770 }
1821 1771
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1773 {
1823 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 */
1824 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1825 if (!(--item->stats.food)) { 1777 if (!(--item->stats.food))
1826 object *tmp; 1778 {
1827 if (item->arch) { 1779 object *tmp;
1780
1781 if (item->arch)
1782 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1830 item->speed = 0; 1785 item->set_speed (0);
1831 update_ob_speed(item); 1786 }
1832 } 1787
1833 if ((tmp=is_player_inv(item))) 1788 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1790 }
1836 } 1791 }
1837 else if (item->type == ROD || item->type==HORN) { 1792 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1793 drain_rod_charge (item);
1839 }
1840 } 1794 }
1841} 1795}
1842 1796
1843/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1844 */ 1798 */
1799bool
1845void fire(object *op,int dir) { 1800fire (object *op, int dir)
1801{
1846 int spellcost=0; 1802 int spellcost = 0;
1847 1803
1848 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1805 if (action_makes_visible (op))
1806 make_visible (op);
1850 1807
1851 switch(op->contr->shoottype) { 1808 player *pl = op->contr;
1852 case range_none:
1853 return;
1854 1809
1855 case range_bow: 1810 if (pl->golem)
1856 player_fire_bow(op, dir); 1811 {
1857 return; 1812 control_golem (op->contr->golem, dir);
1858 1813 return false;
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 } 1814 }
1874 else 1815
1875 control_golem(op->contr->ranges[range_golem], dir); 1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1876 return; 1819 return false;
1877 1820
1878 case range_skill: 1821 if (!op->change_weapon (ob))
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return; 1822 return false;
1886 case range_builder: 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:
1832 player_fire_bow (op, dir);
1833 break;
1834
1835 case SPELL:
1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1837 break;
1838
1839 case BUILDER:
1887 apply_map_builder( op, dir ); 1840 apply_map_builder (op, dir);
1888 return; 1841 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1895 1846
1847 default:
1848 fire_misc_object (op, dir);
1849 break;
1850 }
1851
1852 return true;
1853}
1896 1854
1897/* find_key 1855/* find_key
1898 * 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
1899 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1860 * pl is the player,
1903 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1906 */ 1864 */
1907 1865object *
1908object * find_key(object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1909{ 1867{
1910 object *tmp,*key; 1868 object *tmp, *key;
1911 1869
1912 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1871 if (!container->inv)
1872 return 0;
1914 1873
1915 /* 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 */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1877 if (door->type == DOOR && tmp->type == KEY)
1878 break;
1918 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1920 */ 1881 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1883 break;
1923 } 1884 }
1885
1924 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1925 /* 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.
1926 * 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
1927 * a key, return 1889 * a key, return
1928 */ 1890 */
1929 if (!tmp) { 1891 if (!tmp)
1892 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1931 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1896 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1897 {
1898 if ((key = find_key (pl, tmp, door)))
1899 return key;
1900 }
1901 }
1902
1903 if (!tmp)
1904 return NULL;
1934 } 1905 }
1935 } 1906
1936 if (!tmp) return NULL;
1937 }
1938 /* 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,
1939 * see if we actually want to use it 1908 * see if we actually want to use it
1940 */ 1909 */
1941 if (pl!=container) { 1910 if (pl != container)
1911 {
1942 /* Only let players use keys in containers */ 1912 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1913 if (!pl->contr)
1914 return NULL;
1944 /* cases where this fails: 1915 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1916 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1917 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1918 * If the container is not active, return now since only active
1948 * containers can be used. 1919 * containers can be used.
1949 * If we only search keyrings and the container does not have 1920 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1921 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1922 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1923 * inv must have been an container and must have been active.
1953 * 1924 *
1954 * Change the color so that the message doesn't disappear with 1925 * Change the color so that the message doesn't disappear with
1955 * all the others. 1926 * all the others.
1956 */ 1927 */
1957 if (pl->contr->usekeys == key_inventory || 1928 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1929 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1931 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "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));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1934 return NULL;
1966 } 1935 }
1967 } 1936 }
1937
1968 return tmp; 1938 return tmp;
1969} 1939}
1970 1940
1971/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1943 * such that the caller should not do anything more,
1974 * 0 otherwise 1944 * 0 otherwise
1975 */ 1945 */
1946static int
1976static int player_attack_door(object *op, object *door) 1947player_attack_door (object *op, object *door)
1977{ 1948{
1978
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1982 */ 1952 */
1983 object *key=find_key(op, op, door); 1953 object *key = find_key (op, op, door);
1984 1954
1985 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1986 if (key) { 1956 if (key)
1957 {
1987 object *container=key->env; 1958 object *container = key->env;
1988 1959
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1960 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1961 make_visible (op);
1962
1991 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
1992 if (door->type == DOOR) { 1966 if (door->type == DOOR)
1993 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 */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1968 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1969 {
1997 "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);
1998 remove_door2(door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1972 }
1973
2000 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2003 if (container != op) 1977 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2005 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1981 }
2006 } else if (door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1983 {
2007 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1986 return 1;
2010 } 1987 }
1988
2011 return 0; 1989 return 0;
2012} 1990}
2013 1991
2014/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2019 */ 1997 */
2020 1998bool
2021void move_player_attack(object *op, int dir) 1999move_player_attack (object *op, int dir)
2022{ 2000{
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground; 2001 int on_battleground;
2026 mapstruct *m;
2027 2002
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2032 2005
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2034 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
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2039 * 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
2040 * 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
2041 * 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
2042 * move_ob uses. 2024 * move_ob uses.
2043 */ 2025 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2026 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 2027
2056 mon = NULL;
2057 /* 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
2058 * 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.
2059 * 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
2060 * on the space 2031 * on the space
2061 */ 2032 */
2062 while (tmp!=NULL) { 2033 object *mon;
2063 if (tmp == op) { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 2035 {
2065 continue; 2036 if ((mon->flag [FLAG_ALIVE]
2037 || mon->type == LOCKED_DOOR
2038 || mon->flag [FLAG_CAN_ROLL])
2039 && mon != op)
2040 break;
2066 } 2041 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2042
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2044 return false; /* into a wall */
2078 2045
2079 if(mon->head != NULL)
2080 mon = mon->head; 2046 mon = mon->head_ ();
2081 2047
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2053 return true;
2054 }
2084 2055
2085 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2061 * and thus will not push them.
2091 */ 2062 */
2092 2063
2093 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2096 */ 2067 */
2097 if ((op->type==PLAYER) 2068 if (op->type == PLAYER
2098#if COZY_SERVER 2069 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2071 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2073 {
2110 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2075 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2076 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 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
2118 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2097 * attack them either.
2122 */ 2098 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 2101 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 if (!op->contr->braced)
2132 )) { 2110 {
2133 if (!op->contr->braced) { 2111 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2112 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 2113 }
2136 } else { 2114 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2116
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return true;
2121 }
2138 } 2122 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2143 * 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.
2144 */ 2125 */
2145 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
2146 recursive_roll(mon,dir,op); 2132 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2133 if (action_makes_visible (op))
2148 } 2134 make_visible (op);
2149 2135
2136 return true;
2137 }
2138 }
2150 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2151 * 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
2152 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2153 * 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
2154 * 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.
2155 */ 2144 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2147 {
2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2149 {
2150 --op->contr->weapon_sp_left;
2160 2151
2161 /* If the player hasn't hit something this tick, and does 2152 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2153
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2154 if (action_makes_visible (op))
2155 make_visible (op);
2156
2157 return true;
2158 }
2170 } 2159 }
2171 2160
2172 skill_attack(mon, op, 0, NULL, NULL); 2161 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2162}
2190 2163
2164bool
2191int move_player(object *op,int dir) { 2165move_player (object *op, int dir)
2166{
2192 int pick; 2167 int pick;
2193 object *transport = op->contr->transport;
2194 2168
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 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;
2257} 2215}
2258 2216
2259/* 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
2260 * new client/server stuff. 2218 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2220 * the new speed values for commands.
2263 * 2221 *
2264 * 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.
2265 */ 2225 */
2226bool
2266int handle_newcs_player(object *op) 2227handle_newcs_player (object *op)
2267{ 2228{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2230 {
2231 if (op->speed_left > 0.f)
2232 {
2233 --op->speed_left;
2234 flee_player (op);
2292 2235
2293 /* I've been seeing crashes where the golem has been destroyed, but 2236 return true;
2294 * the player object still points to the defunct golem. The code that 2237 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2238 else
2296 * put this in a a workaround to clean up the golem pointer. 2239 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2240 }
2304 2241
2305 /* 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
2306 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2244 * called, so we recheck it here.
2308 */ 2245 */
2309 HandleClient(&op->contr->socket, op->contr); 2246 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2247 return true;
2311 2248
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2250 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2251
2322 else return 0; 2252 return false;
2323 } 2253}
2254
2255int
2256save_life (object *op)
2257{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2259 return 0;
2325}
2326 2260
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2264 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2266
2339 if (op->contr) 2267 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2269
2342 free_object(tmp); 2270 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272
2344 if(op->stats.hp<0) 2273 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2274 op->stats.hp = op->stats.maxhp;
2275
2346 if(op->stats.food<0) 2276 if (op->stats.food < 0)
2347 op->stats.food = 999; 2277 op->stats.food = 999;
2348 fix_player(op); 2278
2279 op->update_stats ();
2349 return 1; 2280 return 1;
2350 } 2281 }
2282
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2285 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2286 return 0;
2355} 2287}
2356 2288
2357/* 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
2358 * 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
2359 * 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
2360 * from. 2292 * from.
2361 */ 2293 */
2294static void
2362void remove_unpaid_objects(object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2363{ 2296{
2364 object *next;
2365
2366 while (op) { 2297 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2298 {
2368 * we remove object 'op' 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2300
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2302 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2305
2306 op->insert_at (env);
2307 }
2308 else if (op->inv)
2309 drop_unpaid_items (op->inv, env);
2310
2311 op = next;
2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2383 2321
2384/* 2322/*
2385 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2326 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2327 * but there isn't one in the server directory.
2390 */ 2328 */
2329char *
2391char *gravestone_text (object *op) 2330gravestone_text (object *op)
2392{ 2331{
2393 static char buf2[MAX_BUF]; 2332 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2333 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2334 time_t now = time (NULL);
2396 2335
2397 strcpy (buf2, " R.I.P.\n\n"); 2336 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2337 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2339 else
2401 sprintf (buf, "%s\n", op->name); 2340 sprintf (buf, "%s\n", &op->name);
2341
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2343 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2344 if (op->type == PLAYER)
2405 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);
2406 else 2346 else
2407 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
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2350 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2351 if (op->type == PLAYER)
2352 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2355 strcat (buf2, buf);
2414 } 2356 }
2357
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2360 strcat (buf2, buf);
2361
2418 return buf2; 2362 return buf2;
2419} 2363}
2420 2364
2421 2365void
2422
2423void do_some_living(object *op) { 2366do_some_living (object *op)
2367{
2424 int last_food=op->stats.food; 2368 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2369 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2370 int over_hp, over_sp, over_grace;
2427 int i; 2371 int i;
2428 int rate_hp = 1200; 2372 int rate_hp = 1200;
2429 int rate_sp = 2500; 2373 int rate_sp = 2500;
2430 int rate_grace = 2000; 2374 int rate_grace = 2000;
2431 const int max_hp = 1; 2375 const int max_hp = 1;
2432 const int max_sp = 1; 2376 const int max_sp = 1;
2433 const int max_grace = 1; 2377 const int max_grace = 1;
2434 2378
2435 if (op->contr->outputs_sync) { 2379 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2380 {
2437 if (op->contr->outputs[i].buf!=NULL && 2381 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2382 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2440 } 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 }
2441 2397
2442 if(op->contr->state==ST_PLAYING) { 2398 if (op->contr->ns->state == ST_PLAYING)
2443 2399 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2402 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2404 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2405 {
2406 gen_hp = op->stats.maxhp;
2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2408 }
2409
2410 if (op->contr->gen_sp >= 0)
2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2412 else
2413 {
2414 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 }
2417
2418 if (op->contr->gen_grace >= 0)
2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2420 else
2421 {
2422 gen_grace = op->stats.maxgrace;
2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2424 }
2425
2426 /* Regenerate Grace */
2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2428 if (--op->last_grace < 0)
2429 {
2430 if (op->stats.grace < op->stats.maxgrace / 2)
2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2433 if (max_grace > 1)
2434 {
2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2436 if (over_grace > 0)
2437 {
2438 op->stats.sp += over_grace
2439 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2440 op->last_grace = 0;
2441 }
2442 else
2443 {
2444 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2445 }
2446 }
2447 else
2448 {
2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2450 }
2451 /* wearing stuff doesn't detract from grace generation. */
2452 }
2453
2454 if (op->stats.food > 0)
2455 {
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 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 }
2533 else
2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2535 }
2536 }
2537
2538 /* Digestion */
2539 if (--op->last_eat < 0)
2540 {
2541 int bonus = max (0, op->contr->digestion),
2542 penalty = max (0, -op->contr->digestion);
2543
2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2545
2562 /* dms do not consume food */ 2546 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2548 op->stats.food--;
2565 } 2549 }
2566 2550
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2551 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2552 {
2553 object *tmp, *flesh = 0;
2569 2554
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2556 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2558 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2573 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.");
2574 manual_apply(op,tmp,0); 2562 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2564 break;
2577 } 2565 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2566 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2567 flesh = tmp;
2580 } /* end of for loop */ 2568 } /* End if paid for object */
2569 } /* end of for loop */
2570
2581 /* 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
2582 * eat flesh instead. 2572 * eat flesh instead.
2583 */ 2573 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 {
2585 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.");
2586 manual_apply(op,flesh,0); 2577 manual_apply (op, flesh, 0);
2587 } 2578 }
2588 } /* end if player is starving */
2589
2590 while(op->stats.food<0&&op->stats.hp>0)
2591 op->stats.food++,op->stats.hp--;
2592
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2594 kill_player(op);
2595}
2596
2597 2579 }
2580
2581 if (op->stats.food < 0)
2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2586
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op);
2589 }
2590}
2598 2591
2599/* 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.
2600 * 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
2601 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2595 * file.
2603 */ 2596 */
2597void
2604void kill_player(object *op) 2598kill_player (object *op)
2605{ 2599{
2600 int x, y;
2606 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2607 int x,y,i;
2608 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2603 int will_kill_again;
2615 archetype *at; 2604 archetype *at;
2616 object *tmp; 2605 object *tmp;
2617 2606
2618 if(save_life(op)) 2607 if (save_life (op))
2619 return; 2608 return;
2620 2609
2621
2622 /* 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
2623 * 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.
2624 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2613 */
2626 if (op_on_battleground(op, &x, &y)) { 2614 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2615 {
2628 "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 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...");
2630 "Local medics have saved your life..."); 2618
2631
2632 /* restore player */ 2619 /* restore player */
2633 at = find_archetype("poisoning"); 2620 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2622 {
2636 remove_ob(tmp); 2623 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2625 }
2640 2626
2641 at = find_archetype("confusion"); 2627 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2629 {
2644 remove_ob(tmp); 2630 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2632 }
2648 2633
2649 cure_disease(op,0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2636 if (op->stats.food <= 0)
2652 2637 op->stats.food = 999;
2638
2653 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL) 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);
2656 { 2651 }
2657 sprintf(buf,"%s's finger",op->name); 2652
2658 tmp->name = add_string(buf);
2659 sprintf(buf," This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level),
2662 op->contr->killer);
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669
2670 /* teleport defeated player to new destination*/ 2653 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2655 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2656 return;
2657 }
2679 2658
2659 INVOKE_PLAYER (DEATH, op->contr);
2660
2680 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2681 2662
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2663 if (op->stats.food < 0)
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation"); 2664 strcpy (op->contr->killer, "starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2705 /* save the map location for corpse, gravestone*/ 2668 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2707 2672
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2673 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * 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.
2712 * 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.
2713 */ 2676 */
2714 2677
2715 /* Basically two ways to go - remove a stat permanently, or just 2678 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2679 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2680 * of death.
2718 */ 2681 */
2719#ifndef COZY_SERVER 2682#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2683 if (settings.balanced_stat_loss)
2684 {
2721 /* If stat loss is permanent, lose one stat only. */ 2685 /* If stat loss is permanent, lose one stat only. */
2722 /* 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
2723 more if they do. */ 2687 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2688 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2689 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2690 little bit harder. */
2727 /* GD */ 2691 /* GD */
2728 if (settings.stat_loss_on_death) 2692 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2693 num_stats_lose = 1;
2730 else 2694 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2696 }
2697 else
2733 num_stats_lose = 1; 2698 num_stats_lose = 1;
2734 } 2699
2735 lost_a_stat = 0; 2700 lost_a_stat = 0;
2736 2701
2737 for (z=0; z<num_stats_lose; z++) { 2702 for (z = 0; z < num_stats_lose; z++)
2703 {
2738 i = RANDOM() % NUM_STATS; 2704 i = RANDOM () % NUM_STATS;
2739 2705
2740 if (settings.stat_loss_on_death) { 2706 if (settings.stat_loss_on_death)
2707 {
2741 /* 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
2742 * what he lost. 2709 * what he lost.
2743 */ 2710 */
2744 change_attr_value(&(op->stats), i,-1); 2711 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2712 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2714 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2716 lost_a_stat = 1;
2750 } else { 2717 }
2718 else
2719 {
2751 /* deplete a stat */ 2720 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2721 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2722 object *dep;
2723
2724 dep = present_arch_in_ob (deparch, op);
2725 if (!dep)
2754 2726 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2727 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2728 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2729 }
2788 if (lose_this_stat) { 2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss)
2732 {
2733 /* GD */
2734 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2735 this_stat = get_attr_value (&(dep->stats), i);
2736 if (this_stat < 0)
2737 {
2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2739 int keep_chance = this_stat * this_stat;
2740
2741 /* Yes, I am paranoid. Sue me. */
2742 if (keep_chance < 1)
2743 keep_chance = 1;
2744
2745 /* There is a maximum depletion total per level. */
2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2747 {
2748 lose_this_stat = 0;
2749 /* Take loss chance vs keep chance to see if we
2750 retain the stat. */
2751 }
2752 else
2753 {
2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2759 }
2760 }
2761 }
2762
2763 if (lose_this_stat)
2764 {
2765 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2766 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2767 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2768 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2769 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2770 * difference.
2795 */ 2771 */
2796 if (this_stat>=-50) { 2772 if (this_stat >= -50)
2773 {
2797 change_attr_value(&(dep->stats), i, -1); 2774 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2775 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2777 op->update_stats ();
2801 lost_a_stat = 1; 2778 lost_a_stat = 1;
2802 } 2779 }
2803 } 2780 }
2781 }
2804 } 2782 }
2805 }
2806 /* If no stat lost, tell the player. */ 2783 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2784 if (!lost_a_stat)
2808 { 2785 {
2809 /* determine_god() seems to not work sometimes... why is this? 2786 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2787 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2788 const char *god = determine_god (op);
2789
2812 if (god && (strcmp(god, "none"))) 2790 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2792 else
2815 " you.", god); 2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 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.");
2820#endif 2797#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2798
2824 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2800 * exp loss on the stone.
2826 */ 2801 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2803 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2804 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2805 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2806 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2807 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2833 "who was killed\n" 2808 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2809 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2811
2841 /**************************************/ 2812 /**************************************/
2842 /* */ 2813 /* */
2843 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
2846 /* */ 2817 /* */
2847 /**************************************/ 2818 /**************************************/
2848 2819
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2820 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2821 /* restore player */
2851 at = find_archetype("poisoning"); 2822 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2823 tmp = present_arch_in_ob (at, op);
2824
2853 if (tmp) { 2825 if (tmp)
2854 remove_ob(tmp); 2826 {
2855 free_object(tmp); 2827 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2829 }
2858 2830
2859 at = find_archetype("confusion"); 2831 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2833 if (tmp)
2862 remove_ob(tmp); 2834 {
2863 free_object(tmp); 2835 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2837 }
2838
2866 cure_disease(op,0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2867 2840
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2842 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2848
2875 /* 2849 /*
2876 * 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
2877 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2878 * in the map. 2852 */
2879 */ 2853 op->drop_unpaid_items ();
2880 2854
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2855 /****************************************/
2890 /* */ 2856 /* */
2891 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2893 /* */ 2859 /* */
2894 /****************************************/ 2860 /****************************************/
2895 2861
2896 enter_player_savebed(op); 2862 enter_player_savebed (op);
2897 2863
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2864 op->contr->braced = 0;
2902 save_player(op,1);
2903 2865
2904 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2869 * on the space that might harm the player.
2908 */ 2870 */
2909 will_kill_again=0; 2871 will_kill_again = 0;
2910 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)
2911 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2913 } 2875
2914 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2915 object *force; 2878 object *force;
2916 int at; 2879 int at;
2917 2880
2918 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2883 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2888 force->resist[at] = 100;
2926 } 2889
2927 insert_ob_in_ob(force, op); 2890 insert_ob_in_ob (force, op);
2928 fix_player(op); 2891 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2892
2893 }
2894
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2896}
3004 2897
3005 2898void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2899loot_object (object *op)
2900{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2901 object *tmp, *tmp2, *next;
3008 2902
3009 if (op->container) { /* close open sack first */ 2903 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2904
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2905 for (tmp = op->inv; tmp; tmp = next)
2906 {
3014 next=tmp->below; 2907 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2908
3016 remove_ob(tmp); 2909 if (tmp->invisible)
2910 continue;
2911
2912 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2913 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2914
3019 loot_object(tmp); 2915 if (tmp->type == CONTAINER)
3020 } 2916 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2917
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 {
3023 if(tmp->nrof>1) { 2920 if (tmp->nrof > 1)
2921 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2923 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 }
2926 else
2927 tmp->destroy ();
2928 }
3027 } else 2929 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2931 }
3032} 2932}
3033 2933
3034/* 2934/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3036 * 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
3037 * was changed. 2937 * was changed.
3038 */ 2938 */
3039 2939void
3040void fix_weight(void) { 2940fix_weight (void)
3041 player *pl; 2941{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2942 for_all_players (pl)
2943 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2945
3044 if(old == sum) 2946 if (old == sum)
3045 continue; 2947 continue;
3046 fix_player(pl->ob); 2948 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 2950 }
3050} 2951}
3051 2952
2953void
3052void fix_luck(void) { 2954fix_luck (void)
3053 player *pl; 2955{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2956 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2958 pl->ob->change_luck (0);
3057} 2959}
3058
3059 2960
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3063 */ 2964 */
3064
3065void 2965void
3066cast_dust (object * op, object * throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3067{ 2967{
3068 object *skop, *spob; 2968 object *skop, *spob;
3069 2969
3070 skop = find_skill_by_name (op, throw_ob->skill); 2970 skop = find_skill_by_name (op, throw_ob->skill);
3071 2971
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 2972 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2973 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 2974 {
3075 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);
3076 op->name);
3077 return; 2976 return;
3078 } 2977 }
3079 2978
3080 spob = throw_ob->inv; 2979 spob = throw_ob->inv;
3081 2980
3082 // 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
3083 // 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
3084 // errors should be reported as early as possible IMHO) 2983 // errors should be reported as early as possible IMHO)
3085 if (!spob) 2984 if (!spob)
3086 { 2985 {
3087 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);
3088 throw_ob->name, op->name);
3089 return; 2987 return;
3090 } 2988 }
3091 2989
3092 if (op->type == PLAYER) 2990 if (op->type == PLAYER)
3093 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);
3094 2992
3095 cast_spell (op, throw_ob, dir, spob, NULL); 2993 cast_spell (op, throw_ob, dir, spob, NULL);
3096 2994
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2995 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 2996}
3101 2997
2998void
3102void make_visible (object *op) { 2999make_visible (object *op)
3000{
3103 op->hide = 0; 3001 op->hide = 0;
3104 op->invisible = 0; 3002 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111 3003
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 3004 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 3005 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3006 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3007 op->contr->invis_race = 0;
3008 }
3009
3010 update_object (op, UP_OBJ_CHANGE);
3011}
3012
3013int
3014is_true_undead (object *op)
3015{
3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3017 return 1;
3018
3121 return 0; 3019 return 0;
3122} 3020}
3123 3021
3124/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3024 * indicate greater hideability.
3127 */ 3025 */
3128 3026int
3129int hideability(object *ob) { 3027hideability (object *ob)
3028{
3130 int i,level=0, mflag; 3029 int i, level = 0, mflag;
3131 sint16 x,y; 3030 sint16 x, y;
3132 3031
3133 if(!ob||!ob->map) return 0; 3032 if (!ob || !ob->map)
3033 return 0;
3134 3034
3135 /* so, on normal lighted maps, its hard to hide */ 3035 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3036 level = ob->map->darkness - 2;
3137 3037
3138 /* this also picks up whether the object is glowing. 3038 /* this also picks up whether the object is glowing.
3139 * 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
3140 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3041 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness));
3142 3043
3143 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3144 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 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3048 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue;
3051 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3053 level += 2;
3149 else /* open terrain! */ 3054 else /* open terrain! */
3150 level -= 1; 3055 level -= 1;
3151 } 3056 }
3152 3057
3153#if 0 3058#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3059 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3060#endif
3156 return level; 3061 return level;
3157} 3062}
3158 3063
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3068 */
3164 3069void
3165void do_hidden_move (object *op) { 3070do_hidden_move (object *op)
3071{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3073 object *skop;
3168 3074
3169 if(!op || !op->map) return; 3075 if (!op || !op->map)
3076 return;
3170 3077
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3079
3173 /* 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! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3081 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 3082 if (!skop || num >= skop->level)
3083 {
3176 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!");
3177 make_visible(op); 3085 make_visible (op);
3178 return; 3086 return;
3179 } else num += 20;
3180 } 3087 }
3088 else
3089 num += 20;
3090
3181 num += op->map->difficulty; 3091 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3093 num -= hide;
3094
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 {
3185 make_visible(op); 3097 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3098 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3100 }
3189 else if (op->type == PLAYER && skop) { 3101 else if (op->type == PLAYER && skop)
3190 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);
3191 }
3192} 3103}
3193 3104
3194/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3195 3106
3107int
3196int stand_near_hostile( object *who ) { 3108stand_near_hostile (object *who)
3109{
3197 object *tmp=NULL; 3110 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3111 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3112 maptile *m;
3200 sint16 x,y; 3113 sint16 x, y;
3201 3114
3202 if(!who) return 0; 3115 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 3116 return 0;
3117
3118 if (who->type == PLAYER)
3119 player = 1;
3120
3121 else
3122 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3123
3124 /* search adjacent squares */
3125 for (i = 1; i < 9; i++)
3126 {
3127 x = who->x + freearr_x[i];
3128 y = who->y + freearr_y[i];
3129 m = who->map;
3130 mflags = get_map_flags (m, &m, x, y, &x, &y);
3131 /* space must be blocked if there is a monster. If not
3132 * blocked, don't need to check this space.
3133 */
3134 if (mflags & P_OUT_OF_MAP)
3135 continue;
3136 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3137 continue;
3138
3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3140 {
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)
3147 return 1;
3148 }
3149 }
3150 }
3151 return 0;
3232} 3152}
3233 3153
3234/* check the player los field for viewability of the 3154/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3236 * 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
3237 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3243 * 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.
3244 * -b.t. 3164 * -b.t.
3245 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3246 */ 3166 */
3247 3167int
3248int player_can_view (object *pl,object *op) { 3168player_can_view (object *pl, object *op)
3169{
3249 rv_vector rv; 3170 rv_vector rv;
3250 int dx,dy; 3171 int dx, dy;
3251 3172
3252 if(pl->type!=PLAYER) { 3173 if (pl->type != PLAYER)
3174 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3176 return -1;
3279 op = op->more;
3280 } 3177 }
3178
3179 if (!pl || !op)
3281 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;
3282} 3210}
3283 3211
3284/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3214 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3215 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3216 * return 0.
3289 */ 3217 */
3218int
3290int action_makes_visible (object *op) { 3219action_makes_visible (object *op)
3291 3220{
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3224 return 0;
3295 3225
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3297 3228
3298 /* If monsters, they should become visible */ 3229 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3300 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");
3301 return 1; 3233 return 1;
3302 } 3234 }
3303 } 3235 }
3236
3304 return 0; 3237 return 0;
3305} 3238}
3306 3239
3307/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3242 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3243 * -exit-coord. (and if x, y not NULL)
3311 * 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
3312 * 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
3313 * 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
3314 */ 3247 */
3248int
3315int op_on_battleground (object *op, int *x, int *y) { 3249op_on_battleground (object *op, int *x, int *y)
3316 object *tmp; 3250{
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3319 * 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),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3260 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3327 strcmp(tmp->name, "battleground")==0 && 3262 && tmp->type == BATTLEGROUND
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3266 /* before we assign the exit, check if this is a teambattle */
3330 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))
3331 object *invtmp; 3268 {
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3270 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3335 if (x != NULL && y != NULL) 3272 {
3273 if (x && y)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3276 return 1;
3277 }
3278 }
3279 }
3280
3281 if (x && y)
3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3337 return 1; 3284 return 1;
3338 } 3285 }
3339 } 3286 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3287 }
3345 } 3288
3346 }
3347 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3348 return 0; 3290 return 0;
3349} 3291}
3350 3292
3351/* 3293/*
3355 * attributes: 3297 * attributes:
3356 * object *who the dragon player 3298 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3299 * int atnr the attack-number of the ability focus
3358 * int level ability level 3300 * int level ability level
3359 */ 3301 */
3302void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3303dragon_ability_gain (object *who, int atnr, int level)
3304{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3305 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3306 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3307 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3308 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3310 int i = 0, j = 0;
3367 3311
3368 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3371 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3373 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3375 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3377 3321
3378 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3379 return; 3323 return;
3380 3324
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3326
3383 3327 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3328 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3330 return;
3387 } 3331 }
3388 3332
3389 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3334 item = tr->item;
3391 3335
3392 if (item->type == SPELL) { 3336 if (item->type == SPELL)
3337 {
3393 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3394 return; 3339 return;
3395 3340
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3341 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3342 do_learn_spell (who, item, 0);
3398 return; 3343 return;
3399 } 3344 }
3400 3345
3401 /* grant direct spell */ 3346 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3347 if (item->type == SPELLBOOK)
3348 {
3403 if (!item->inv) { 3349 if (!item->inv)
3350 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3351 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3352 return;
3407 } 3353 }
3408 if (check_spell_known (who, item->inv->name)) 3354 if (check_spell_known (who, item->inv->name))
3409 return; 3355 return;
3410 if (item->invisible) { 3356 if (item->invisible)
3357 {
3411 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);
3412 do_learn_spell (who, item->inv, 0); 3359 do_learn_spell (who, item->inv, 0);
3413 return; 3360 return;
3414 } 3361 }
3415 } 3362 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3363 else if (item->type == SKILL_TOOL && item->invisible)
3364 {
3417 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 {
3418 3367
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3368 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * 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
3421 * 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,
3422 * but not all of them, he gets nothing. 3371 * but not all of them, he gets nothing.
3423 */ 3372 */
3424 if (!(skop->attacktype & item->attacktype)) { 3373 if (!(skop->attacktype & item->attacktype))
3374 {
3425 /* Give new attacktype */ 3375 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3376 skop->attacktype |= item->attacktype;
3427 3377
3428 /* always add physical if there's none */ 3378 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3379 skop->attacktype |= AT_PHYSICAL;
3430 3380
3431 if (item->msg != NULL) 3381 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3382 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3383
3434 /* Give player new face */ 3384 /* Give player new face */
3435 if (item->animation_id) { 3385 if (item->animation_id)
3386 {
3436 who->face = skop->face; 3387 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3388 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3389 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3390 who->last_anim = 0;
3440 who->state = 0; 3391 who->state = 0;
3441 animate_object(who, who->direction); 3392 animate_object (who, who->direction);
3442 } 3393 }
3394 }
3395 }
3443 } 3396 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3397 else if (item->type == FORCE)
3398 {
3447 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3400 object *skin;
3401
3449 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3450 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)
3451 skin=skin->below); 3404 ;
3452 if (skin == NULL) return; 3405
3453 3406 if (!skin)
3407 return;
3408
3454 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3411 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3412 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3413
3458 /* print message */ 3414 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3415 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3416 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3417 {
3462 if (j) 3418 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3419 {
3464 else 3420 if (j)
3465 j = 1; 3421 strcat (buf, " and ");
3422 else
3423 j = 1;
3466 strcat(buf, spellpathnames[i]); 3424 strcat (buf, spellpathnames[i]);
3467 } 3425 }
3468 } 3426 }
3469 strcat(buf,"."); 3427 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3429 }
3472 3430
3473 /* evtl. adding flags: */ 3431 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3432 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3433 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3434 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3435 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3436 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3437 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3438
3481 /* print message if there is one */ 3439 /* print message if there is one */
3482 if (item->msg != NULL) 3440 if (item->msg != NULL)
3483 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
3484 } 3444 {
3485 else {
3486 /* generate misc. treasure */ 3445 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3446 tmp = arch_to_object (tr->item);
3488 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));
3489 tmp = insert_ob_in_ob (tmp, who); 3448 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3449 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3450 esrv_send_item (who, tmp);
3492 } 3451 }
3493} 3452}
3494 3453
3495/** 3454/**
3496 * 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
3497 * not readied. 3456 * not readied.
3498 */ 3457 */
3458void
3499void player_unready_range_ob(player *pl, object *ob) { 3459player_unready_range_ob (player *pl, object *ob)
3500 rangetype i; 3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3501 3463
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3464 if (pl->combat_ob == ob)
3503 if (pl->ranges[i] == ob) { 3465 pl->combat_ob = 0;
3504 pl->ranges[i] = NULL; 3466
3505 if (pl->shoottype == i) { 3467 if (pl->ranged_ob == ob)
3506 pl->shoottype = range_none; 3468 pl->ranged_ob = 0;
3507 }
3508 }
3509 }
3510} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines