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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
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 */ 326 ob->deactivate (); // change_Weapon activates, fix this better
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} 327}
190 328
191/* This no longer sets the player map. Also, it now updates 329void
192 * all the pointers so the caller doesn't need to do that. 330player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 331{
194 */ 332 observe = op ? op : ob;
333 do_los = 1;
334}
195 335
196/* Redo this to do both get_player_ob and get_player. 336player::player ()
197 * Hopefully this will be less bugfree and simpler. 337{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231
232 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 339 * we deal with that below this point.
234 */ 340 */
235 p->party=NULL; 341 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 342 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 344
241#ifdef AUTOSAVE 345 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 346
243#endif 347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
244 367 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 368 ob->destroy_inv (false);
369 ob->destroy ();
246 370 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 371
256 roll_stats(op); 372 ob = observe = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 373}
298 374
299 375player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 376{
303 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
304 op->x = -1; 378 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 379}
308 380
309/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
311 * mode. 383 * mode.
312 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
313 389
314int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 391
317 p=get_player(NULL); 392 pl->ob->roll_stats ();
318 p->socket = *ns; 393 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 394 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 395
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 396 set_first_map (pl->ob);
329 397
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 398 return pl;
337} 399}
338 400
339/* 401/*
340 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
343 */ 405 */
406archetype *
344archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
345{ 408{
346 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
347 for (;;) { 417 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 418 {
359} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
360 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
361 428
429object *
362object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
363 object *op = NULL; 432 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 433 objectlink *ol;
366 unsigned lastdist; 434 unsigned lastdist;
367 rv_vector rv; 435 rv_vector rv;
368 436
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 438 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 440 continue;
396 441
397 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
443 {
398 op=ol->ob; 444 op = ol->ob;
399 lastdist=rv.distance; 445 lastdist = rv.distance;
400 } 446 }
401 } 447 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 448
449 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 450 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 451 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 452 {
410 } 453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
411#if 0 457#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 459#endif
414 return op; 460 return op;
415} 461}
416 462
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 463/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 464 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 481 * is probably not a good thing.
436 */ 482 */
437#define MAX_SPACES 50 483#define MAX_SPACES 50
438
439 484
440/* 485/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 501 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 502 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 503 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 504 * is blocking itself.
460 */ 505 */
506int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
462 rv_vector rv; 509 rv_vector rv;
463 sint16 x,y; 510 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
466 513
467 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
468 515
469 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
517 return 0;
470 518
471 x=mon->x; 519 x = mon->x;
472 y=mon->y; 520 y = mon->y;
473 m=mon->map; 521 m = mon->map;
474 dir = rv.direction; 522 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
477 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 527 if (diff > max)
528 return 0;
529
479 while (diff >1 && max>0) { 530 while (diff > 1 && max > 0)
531 {
480 lastx = x; 532 lastx = x;
481 lasty = y; 533 lasty = y;
482 lastmap = m; 534 lastmap = m;
483 x = lastx + freearr_x[dir]; 535 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 536 y = lasty + freearr_y[dir];
485 537
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 538 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 540
489 /* Space is blocked - try changing direction a little */ 541 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
492 /* recalculate direction from last good location. Possible 545 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 546 * we were not traversing ideal location before.
494 */ 547 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 549 if (rv.direction != dir)
550 {
497 /* OK - says direction should be different - lets reset the 551 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 552 * the values so it will try again.
499 */ 553 */
500 x = lastx; 554 x = lastx;
501 y = lasty; 555 y = lasty;
502 m = lastmap; 556 m = lastmap;
503 dir = firstdir = rv.direction; 557 dir = firstdir = rv.direction;
558 }
504 } else { 559 else
560 {
505 /* direct path is blocked - try taking a side step to 561 /* direct path is blocked - try taking a side step to
506 * either the left or right. 562 * either the left or right.
507 * Note increase the values in the loop below to be 563 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 564 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 565 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 566 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 567 * stepping back and forth
512 */ 568 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 572 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 573 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 574 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 575 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 576 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 577 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 578 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 579 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 580 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 581 * the last direction the creature has successfully
524 * moved. 582 * moved.
525 */ 583 */
526 584
527 x = lastx + freearr_x[absdir(lastdir+i)]; 585 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 586 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 587 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 588 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 589 if (mflags & P_OUT_OF_MAP)
590 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 594 if (mflags & P_BLOCKSVIEW)
595 continue;
535 596
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
537 } 599 }
538 /* go through entire loop without finding a valid 600 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 601 * sidestep to take - thus, no valid path.
540 */ 602 */
541 if (i==(DETOUR_AMOUNT+1)) 603 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 604 return 0;
543 diff--; 605 diff--;
544 lastdir=dir; 606 lastdir = dir;
545 max--; 607 max--;
546 if (!firstdir) firstdir = dir+i; 608 if (!firstdir)
609 firstdir = dir + i;
547 } /* else check alternate directions */ 610 } /* else check alternate directions */
548 } /* if blocked */ 611 } /* if blocked */
549 else { 612 else
613 {
550 /* we moved towards creature, so diff is less */ 614 /* we moved towards creature, so diff is less */
551 diff--; 615 diff--;
552 max--; 616 max--;
553 lastdir=dir; 617 lastdir = dir;
618 if (!firstdir)
554 if (!firstdir) firstdir = dir; 619 firstdir = dir;
620 }
621
622 if (diff <= 1)
555 } 623 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 625 * headed toward player for entire distance.
559 */ 626 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 629 }
563 if (diff>max) return 0; 630
631 if (diff > max)
632 return 0;
564 } 633 }
634
565 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 636 if (!max)
637 return 0;
567 638
568 return firstdir; 639 return firstdir;
569} 640}
570 641
642void
571void give_initial_items(object *pl,treasurelist *items) { 643give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 644{
573
574 if(pl->randomitems!=NULL) 645 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 647
577 for (op=pl->inv; op; op=next) { 648 for (object *next, *op = pl->inv; op; op = next)
649 {
578 next = op->below; 650 next = op->below;
579 651
580 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 654 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 656 SET_FLAG (op, FLAG_APPLIED);
585 657
586 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 659 * by this player due to race restrictions
588 */ 660 */
589 if (pl->type == PLAYER) { 661 if (pl->type == PLAYER)
662 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
591 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 668 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 670 {
600 } 671 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 672 continue;
620 } 673 }
621 if (op->nrof > 1) op->nrof = 1; 674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 683 {
684 object *tmp;
623 685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
624 if (op->type == SPELLBOOK && op->inv) { 701 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 }
627 703
628 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 706 * merged properly.
631 */ 707 */
632 if (need_identify(op)) { 708 if (need_identify (op))
709 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
636 } 716 {
637 if(op->type==SPELL) { 717 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 718 continue;
719 }
720 else if (op->type == SKILL)
641 } 721 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 723 op->stats.exp = 0;
645 op->level = 1; 724 op->level = 1;
646 } 725 }
647 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
650 729
651 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
652 link_player_skills(pl); 731 link_player_skills (pl);
653} 732}
654 733
655void get_name(object *op) { 734void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
728 if (party == NULL) { 737 if (party == NULL)
738 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 740 return;
731 } 741 }
742
732 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 747}
737
738 748
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int
740int roll_stat(void) { 751roll_stat (void)
752{
741 int a[4],i,j,k; 753 int a[4], i, j, k;
742 754
743 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
745 757
746 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 759 if (a[i] < k)
748 k=a[i],j=i; 760 k = a[i], j = i;
749 761
750 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 763 if (i != j)
752 k+=a[i]; 764 k += a[i];
753 } 765
754 return k; 766 return k;
755} 767}
756 768
757void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
758 int sum=0; 776 int sum = 0;
759 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
761 779
762 do { 780 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 781 break;
764 op->stats.Dex=roll_stat(); 782 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 783
775 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 786
784 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 789
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 790 stats.exp = 0;
815 op->stats.ac=0; 791 stats.ac = 0;
816 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
817 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
820 802
821 fix_player(op); 803 contr->orig_stats = stats;
804 }
805}
806
807void
808object::swap_stats (int a, int b)
809{
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
822 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
825 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
826} 835}
827 836
828void Roll_Again(object *op) 837static void
838start_info (object *op)
829{ 839{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
838 841
839 if ( op->contr->Swap_First == -1 ) { 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 844}
947 845
948/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
952 * not the class. 850 * not the class.
953 */ 851 */
954 852void
955int key_change_class(object *op, char key) 853player::chargen_race_done ()
956{ 854{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
971 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
973 864
974 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
975 866
976 if (op->msg) 867 if (ob->msg)
977 op->msg=NULL; 868 ob->msg = 0;
978 869
979 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
980 * to save here. 871 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 872 */
1021 873 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 876 make_path_to_file (buf);
1088 next = mp->next; 877 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 878
1090 delete_map(mp); 879 start_info (ob);
1091 } 880 CLEAR_FLAG (ob, FLAG_WIZ);
1092 881 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob);
884 ob->update_stats ();
885
886 /* This moves the player to a different start map, if there
887 * is one for this race
888 */
889 if (*first_map_ext_path)
1094 } 890 {
1095 play_again(op); 891 object *tmp;
1096 return 1; 892 char mapname[MAX_BUF];
1097}
1098 893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else
905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
907
908void
909player::chargen_race_next ()
910{
911 /* Following actually changes the race - this is the default command
912 * if we don't match with one of the options above.
913 */
914
915 do
916 {
917 shstr name = ob->name;
918 int x = ob->x, y = ob->y;
919
920 ob->remove_statbonus ();
921 ob->remove ();
922 ob->arch = get_player_archetype (ob->arch);
923 ob->arch->copy_to (ob);
924 ob->instantiate ();
925 ob->stats = ob->contr->orig_stats;
926 ob->name = ob->name_pl = name;
927 ob->x = x;
928 ob->y = y;
929 SET_ANIMATION (ob, 2); /* So player faces south */
930 insert_ob_in_map (ob, ob->map, ob, 0);
931 assign (ob->contr->title, ob->arch->object::name);
932 ob->add_statbonus ();
933 }
934 while (!allowed_class (ob));
935
936 update_object (ob, UP_OBJ_FACE);
937 esrv_update_item (UPD_FACE, ob, ob);
938 ob->update_stats ();
939 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0;
942}
943
944void
1099void flee_player(object *op) { 945flee_player (object *op)
946{
1100 int dir,diff; 947 int dir, diff;
1101 rv_vector rv; 948 rv_vector rv;
1102 949
1103 if(op->stats.hp < 0) { 950 if (op->stats.hp < 0)
951 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 952 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 953 CLEAR_FLAG (op, FLAG_SCARED);
954 return;
955 }
956
957 if (op->enemy == NULL)
958 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED);
961 return;
962 }
963
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 get_rangevector (op, op->enemy, &rv, 0);
983
984 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++)
986 {
987 int m = 1 - (RANDOM () & 2);
988
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 990 return;
1107 } 991 }
1108 992
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 995 op->enemy = NULL;
1143} 996}
1144
1145 997
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1000 * stop.
1149 */ 1001 */
1002int
1150int check_pick(object *op) { 1003check_pick (object *op)
1004{
1151 object *tmp, *next; 1005 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1006 int stop = 0;
1154 int j, k, wvratio; 1007 int wvratio;
1155 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1156
1157 1009
1158 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1160 return 1; 1012 return 1;
1161 1013
1162 op_tag = op->count;
1163
1164 next = op->below; 1014 next = op->below;
1165 if (next) 1015
1166 next_tag = next->count; 1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 1018
1168 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1020 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1021 while (next && !next->destroyed ())
1171 { 1022 {
1172 tmp = next; 1023 tmp = next;
1173 next = tmp->below; 1024 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1025
1177 if (was_destroyed (op, op_tag)) 1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1032 if (op->destroyed ())
1178 return 0; 1033 return 0;
1179 1034
1180 if ( ! can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1181 continue; 1036 continue;
1182 1037
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1039 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1187 continue; 1042 continue;
1188 } 1043 }
1189 1044
1190 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1046 if (!(op->contr->mode & PU_NEWMODE))
1047 {
1192 switch (op->contr->mode) { 1048 switch (op->contr->mode)
1049 {
1050 case 0:
1193 case 0: return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp); 1052 case 1:
1053 CHK_PICK_PICKUP;
1195 return 1; 1054 return 1;
1196 case 2: pick_up (op, tmp); 1055 case 2:
1056 CHK_PICK_PICKUP;
1197 return 0; 1057 return 0;
1058 case 3:
1198 case 3: return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp); 1060 case 4:
1061 CHK_PICK_PICKUP;
1200 break; 1062 break;
1201 case 5: pick_up (op, tmp); 1063 case 5:
1064 CHK_PICK_PICKUP;
1202 stop = 1; 1065 stop = 1;
1203 break; 1066 break;
1204 case 6: 1067 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1070 CHK_PICK_PICKUP;
1208 break; 1071 break;
1209 1072
1210 case 7: 1073 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1075 CHK_PICK_PICKUP;
1213 break; 1076 break;
1214 1077
1215 default: 1078 default:
1216 /* use value density */ 1079 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1))) 1082 CHK_PICK_PICKUP;
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 1083 }
1223 } 1084 }
1224 else { /* old model */ 1085 else
1086 { /* old model */
1225 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1088 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1089 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1090 /* some debugging code to figure out item information */
1247 strcat(putstring, tmpstr); 1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1248 } 1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue;
1137
1138 /* ignore known cursed objects */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1140 continue;
1141
1142 /* all food and drink if desired */
1143 /* question: don't pick up known-poisonous stuff? */
1144 if (op->contr->mode & PU_FOOD)
1145 if (tmp->type == FOOD)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_DRINK)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_POTION)
1159 if (tmp->type == POTION)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL)
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 {
1205 if (tmp->type == MONEY || tmp->type == GEM)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1249 } 1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1250 } 1315 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1253#if 0 1337#if 0
1254 /* print the flags too */ 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1339 if (tmp->name != NULL)
1256 { 1340 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1341 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1342 }
1259 { 1343 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1261 if(!((j+1)%4))fprintf(stderr," "); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1347#endif
1266 } 1348 continue;
1267 /* philosophy: 1349 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1350 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1351 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1352 }
1427 } /* the new pickup model */ 1353
1428 }
1429 return ! stop; 1354 return !stop;
1430} 1355}
1431 1356
1432/* 1357/*
1433 * Find an arrow in the inventory and after that 1358 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1359 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1360 * found object is returned.
1436 */ 1361 */
1362object *
1437object *find_arrow(object *op, const char *type) 1363find_arrow (object *op, const char *type)
1438{ 1364{
1439 object *tmp = NULL; 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1440 1368
1441 for(op=op->inv; op; op=op->below) 1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1371 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1372 {
1445 else if (op->type==ARROW && op->race==type) 1373 splay (tmp);
1446 return op; 1374 return arrow;
1375 }
1376
1447 return tmp; 1377 return 0;
1448} 1378}
1449 1379
1450/* 1380/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1385 */
1456 1386object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1388{
1459 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1461 1391
1462 if (!type) 1392 if (!type)
1463 return NULL; 1393 return NULL;
1464 1394
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1395 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1396 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 {
1468 i = 0; 1399 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1400 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1401 if (i > betterby)
1402 {
1471 tmp = ntmp; 1403 tmp = ntmp;
1472 betterby = i; 1404 betterby = i;
1473 } 1405 }
1406 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1407 else if (arrow->type == ARROW && arrow->race == type)
1408 {
1475 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1411 {
1478 if (arrow->attacktype & AT_DEATH) { 1412 if (arrow->attacktype & AT_DEATH)
1413 {
1479 *better = 100; 1414 *better = 100;
1480 return arrow; 1415 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1416 }
1485 } else { 1417 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1418 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1419 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1420 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1421 }
1502 } 1422 }
1423 else
1424 {
1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1426 {
1427 attacktype = 1 << attacknum;
1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1430 {
1431 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 }
1434 }
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 {
1437 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 }
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 }
1503 } 1445 }
1446 }
1504 } 1447 }
1505 if (tmp == NULL && arrow == NULL) 1448 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1449 return find_arrow (op, type);
1507 1450
1508 *better = betterby; 1451 *better = betterby;
1509 return tmp; 1452 return tmp;
1510} 1453}
1511 1454
1512/* looks in a given direction, finds the first valid target, and calls 1455/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1457 * op = the shooter
1515 * type = bow->race 1458 * type = bow->race
1516 * dir = fire direction 1459 * dir = fire direction
1517 */ 1460 */
1518 1461object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1520{ 1463{
1521 object *tmp = NULL; 1464 object *tmp = NULL;
1522 mapstruct *m; 1465 maptile *m;
1523 int i, mflags, found, number; 1466 int i, mflags, found, number;
1524 sint16 x, y; 1467 sint16 x, y;
1525 1468
1526 if (op->map == NULL) 1469 if (op->map == NULL)
1527 return find_arrow(op, type); 1470 return find_arrow (op, type);
1528 1471
1529 /* do a dex check */ 1472 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1473 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1474 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1475 return find_arrow (op, type);
1533 1476
1534 m = op->map; 1477 m = op->map;
1535 x = op->x; 1478 x = op->x;
1536 y = op->y; 1479 y = op->y;
1537 1480
1538 /* find the first target */ 1481 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1482 for (i = 0, found = 0; i < 20; i++)
1483 {
1540 x += freearr_x[dir]; 1484 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1485 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1486 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 {
1544 tmp = NULL; 1489 tmp = NULL;
1490 break;
1491 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption.
1496 */
1497 tmp = NULL;
1498 break;
1499 }
1500 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1545 break; 1509 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1510 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1511 }
1563 if (tmp == NULL) 1512 if (tmp == NULL)
1564 return find_arrow(op, type); 1513 return find_arrow (op, type);
1565 1514
1566 if (tmp->head) 1515 if (tmp->head)
1567 tmp = tmp->head; 1516 tmp = tmp->head;
1568 1517
1569 return find_better_arrow(op, tmp, type, &i); 1518 return find_better_arrow (op, tmp, type, &i);
1570} 1519}
1571 1520
1572/* 1521/*
1573 * Creature fires a bow - op can be monster or player. Returns 1522 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1523 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1526 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1527 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1528 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1529 * player fire modes.
1581 */ 1530 */
1531int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1533{
1585 object *left, *bow; 1534 object *left, *bow;
1586 tag_t left_tag, tag; 1535 int mflags;
1587 int bowspeed, mflags; 1536 maptile *m;
1588 mapstruct *m;
1589 1537
1590 if (!dir) { 1538 if (!dir)
1539 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1541 return 0;
1542 }
1543
1544 if (op->contr)
1545 bow = op->current_weapon;
1546 else
1593 } 1547 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1600 */ 1551 */
1601 if(bow->type==BOW) 1552 if (bow->type == BOW)
1602 break; 1553 break;
1603 1554
1604 if (!bow) { 1555 if (!bow)
1556 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1558 return 0;
1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1607 } 1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1608 } 1568 }
1569
1609 if( !bow->race || !bow->skill) { 1570 if (!bow->race || !bow->skill)
1571 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1573 return 0;
1612 } 1574 }
1613 1575
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1576 if (arrow == NULL)
1577 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1579 {
1624 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1583 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1630 return 0; 1586 return 0;
1631 } 1587 }
1632 } 1588 }
1589
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1591 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1592 return 0;
1636 } 1593
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1595 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1596 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1597 return 0;
1640 } 1598 }
1641 1599
1642 /* this should not happen, but sometimes does */ 1600 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1601 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1602 {
1645 free_object(arrow); 1603 arrow->destroy ();
1646 return 0; 1604 return 0;
1647 } 1605 }
1648 1606
1649 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1608 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1609 if (!arrow)
1652 if (arrow == NULL) { 1610 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1612 return 0;
1655 } 1613 }
1656 set_owner(arrow, op); 1614
1615 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1617 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1618
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1620 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1622
1672 if (arrow->slaying != NULL) 1623 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1674 1625
1675 /* Note that this was different for monsters - they got their level 1626#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1627 if (player *pl = op->contr)
1677 */
1678 1628 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1629 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1683 /* update the speed */ 1643 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1645 + bow->stats.dam / 7.f;
1688 1646
1689 if (arrow->speed < 1.0) 1647 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1648 arrow->speed_left = 0;
1693 1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1694 if (op->type == PLAYER) { 1652 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1653 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1655 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1661 }
1662 else
1663 {
1705 arrow->level = op->level; 1664 arrow->level = op->level;
1706 } 1665 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1666
1708 arrow->attacktype |= bow->attacktype; 1667 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1668 arrow->slaying = bow->slaying;
1711 1669
1712 arrow->map = m; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1672
1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1679
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1682
1720 if (!was_destroyed(arrow, tag)) 1683 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1684 move_arrow (arrow);
1722 1685
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1686 return 1;
1730} 1687}
1731 1688
1732/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1690 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1691 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1692 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1693 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1694 * hence the function name.
1738 */ 1695 */
1696int
1739int player_fire_bow(object *op, int dir) 1697player_fire_bow (object *op, int dir)
1740{ 1698{
1741 int ret=0, wcmod=0; 1699 int ret = 0, wcmod = 0;
1742 1700
1743 if (op->contr->bowtype == bow_bestarrow) { 1701 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1702 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1704 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1708 wcmod = -1;
1709
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1711 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1712 else if (op->contr->bowtype == bow_threewide)
1713 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1718 else if (op->contr->bowtype == bow_spreadshot)
1719 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1723 }
1761 } else { 1724 else
1725 {
1762 /* Simple case */ 1726 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1728 }
1729
1765 return ret; 1730 return ret;
1766} 1731}
1767
1768 1732
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1771 */ 1735 */
1736void
1772void fire_misc_object(object *op, int dir) 1737fire_misc_object (object *op, int dir)
1773{ 1738{
1774 object *item; 1739 object *item = op->contr->ranged_ob;
1775 1740
1776 if (!op->contr->ranges[range_misc]) { 1741 if (!item)
1742 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1744 return;
1779 } 1745 }
1780 1746
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1747 if (!item->inv)
1748 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1750 return;
1785 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1786 if (item->type == WAND) { 1756 if (item->type == WAND)
1757 {
1787 if(item->stats.food<=0) { 1758 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1790 return; 1763 return;
1791 } 1764 }
1765 }
1792 } else if (item->type == ROD || item->type==HORN) { 1766 else if (item->type == ROD || item->type == HORN)
1767 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 {
1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1795 if (item->type== ROD) 1772 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1774 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1776
1801 return; 1777 return;
1802 } 1778 }
1803 } 1779 }
1804 1780
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1784 if (item->type == WAND)
1785 {
1808 if (!(--item->stats.food)) { 1786 if (!(--item->stats.food))
1787 {
1809 object *tmp; 1788 object *tmp;
1789
1810 if (item->arch) { 1790 if (item->arch)
1791 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1813 item->speed = 0; 1794 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1795 }
1796
1816 if ((tmp=is_player_inv(item))) 1797 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1799 }
1819 } 1800 }
1820 else if (item->type == ROD || item->type==HORN) { 1801 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1802 drain_rod_charge (item);
1822 }
1823 } 1803 }
1824} 1804}
1825 1805
1826/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1827 */ 1807 */
1808bool
1828void fire(object *op,int dir) { 1809fire (object *op, int dir)
1810{
1829 int spellcost=0; 1811 int spellcost = 0;
1830 1812
1831 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1814 if (action_makes_visible (op))
1815 make_visible (op);
1833 1816
1834 switch(op->contr->shoottype) { 1817 player *pl = op->contr;
1835 case range_none:
1836 return;
1837 1818
1838 case range_bow: 1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
1823 }
1824
1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1839 player_fire_bow(op, dir); 1841 player_fire_bow (op, dir);
1840 return; 1842 break;
1841 1843
1842 case range_magic: /* Casting spells */ 1844 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1846 break;
1845 1847
1846 case range_misc: 1848 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1849 apply_map_builder (op, dir);
1871 return; 1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1872 default: 1856 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1857 fire_misc_object (op, dir);
1874 return; 1858 break;
1875 } 1859 }
1876}
1877 1860
1878 1861 return true;
1862}
1879 1863
1880/* find_key 1864/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1869 * pl is the player,
1886 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1889 */ 1873 */
1890 1874object *
1891object * find_key(object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1892{ 1876{
1893 object *tmp,*key; 1877 object *tmp, *key;
1894 1878
1895 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1880 if (!container->inv)
1881 return 0;
1897 1882
1898 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1886 if (door->type == DOOR && tmp->type == KEY)
1887 break;
1901 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1903 */ 1890 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1892 break;
1906 } 1893 }
1894
1907 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1896 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1897 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1898 * a key, return
1911 */ 1899 */
1912 if (!tmp) { 1900 if (!tmp)
1901 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1914 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1905 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1907 if ((key = find_key (pl, tmp, door)))
1908 return key;
1917 } 1909 }
1918 } 1910 }
1911
1912 if (!tmp)
1919 if (!tmp) return NULL; 1913 return NULL;
1920 } 1914 }
1915
1921 /* We get down here if we have found a key. Now if its in a container, 1916 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1917 * see if we actually want to use it
1923 */ 1918 */
1924 if (pl!=container) { 1919 if (pl != container)
1920 {
1925 /* Only let players use keys in containers */ 1921 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1922 if (!pl->contr)
1923 return NULL;
1927 /* cases where this fails: 1924 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1925 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1926 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1927 * If the container is not active, return now since only active
1931 * containers can be used. 1928 * containers can be used.
1932 * If we only search keyrings and the container does not have 1929 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1930 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1931 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1932 * inv must have been an container and must have been active.
1936 * 1933 *
1937 * Change the color so that the message doesn't disappear with 1934 * Change the color so that the message doesn't disappear with
1938 * all the others. 1935 * all the others.
1939 */ 1936 */
1940 if (pl->contr->usekeys == key_inventory || 1937 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1938 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1940 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1943 return NULL;
1949 } 1944 }
1950 } 1945 }
1946
1951 return tmp; 1947 return tmp;
1952} 1948}
1953 1949
1954/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1952 * such that the caller should not do anything more,
1957 * 0 otherwise 1953 * 0 otherwise
1958 */ 1954 */
1955static int
1959static int player_attack_door(object *op, object *door) 1956player_attack_door (object *op, object *door)
1960{ 1957{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1965 */ 1961 */
1966 object *key=find_key(op, op, door); 1962 object *key = find_key (op, op, door);
1967 1963
1968 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1969 if (key) { 1965 if (key)
1966 {
1970 object *container=key->env; 1967 object *container = key->env;
1971 1968
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1969 if (action_makes_visible (op))
1970 make_visible (op);
1971
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1973 spring_trap (door->inv, op);
1974
1975 if (door->type == DOOR) { 1975 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1977 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1978 {
1980 "You open the door with the %s", query_short_name(key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2(door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1981 }
1982
1983 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1986 if (container != op) 1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
1988 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 }
1989 } else if (door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1992 {
1990 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1995 return 1;
1993 } 1996 }
1997
1994 return 0; 1998 return 0;
1995} 1999}
1996 2000
1997/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2002 */ 2006 */
2003 2007bool
2004void move_player_attack(object *op, int dir) 2008move_player_attack (object *op, int dir)
2005{ 2009{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2010 int on_battleground;
2009 mapstruct *m;
2010 2011
2011 nx=freearr_x[dir]+op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2013 2014
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2015 on_battleground = op_on_battleground (op, 0, 0);
2015 2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2025
2016 /* If braced, or can't move to the square, and it is not out of the 2026 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2027 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2028 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2030 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2031 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2032 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2033 * move_ob uses.
2024 */ 2034 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2035 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 2036
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2037 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2038 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2039 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2040 * on the space
2041 */
2042 object *mon;
2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2044 {
2045 if ((mon->flag [FLAG_ALIVE]
2046 || mon->type == LOCKED_DOOR
2047 || mon->flag [FLAG_CAN_ROLL])
2048 && mon != op)
2049 break;
2050 }
2051
2052 if (!mon) /* This happens anytime the player tries to move */
2053 return false; /* into a wall */
2054
2055 mon = mon->head_ ();
2056
2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2059 if (player_attack_door (op, mon))
2042 */ 2060 {
2043 while (tmp!=NULL) { 2061 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 2062 return true;
2045 tmp=tmp->above; 2063 }
2046 continue; 2064
2065 /* The following deals with possibly attacking peaceful
2066 * or friendly creatures. Basically, all players are considered
2067 * unaggressive. If the moving player has peaceful set, then the
2068 * object should be pushed instead of attacked. It is assumed that
2069 * if you are braced, you will not attack friends accidently,
2070 * and thus will not push them.
2071 */
2072
2073 /* If the creature is a pet, push it even if the player is not
2074 * peaceful. Our assumption is the creature is a pet if the
2075 * player owns it and it is either friendly or unagressive.
2076 */
2077 if (op->type == PLAYER
2078 && ((mon->owner && mon->owner->contr
2079 && same_party (mon->owner->contr->party, op->contr->party))
2080 || mon->owner == op)
2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2082 {
2083 /* If we're braced, we don't want to switch places with it */
2084 if (op->contr->braced)
2085 return false;
2086
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op);
2093
2094 if (op->contr->tmp_invis || op->hide)
2095 make_visible (op);
2096
2097 return true;
2098 }
2099 else
2100 return false;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type == PLAYER || mon->enemy != op)
2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2110 && ((op->contr->peaceful
2111 || (mon->type == PLAYER && mon->contr->peaceful))
2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2115 {
2116 --op->speed_left;
2117
2118 if (!op->contr->braced)
2119 {
2120 op->play_sound (sound_find ("push_player"));
2121 push_ob (mon, dir, op);
2047 } 2122 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2123 else
2049 mon = tmp; 2124 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2125
2060 if(mon->head != NULL) 2126 if (op->contr->tmp_invis || op->hide)
2061 mon = mon->head; 2127 make_visible (op);
2062 2128
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2129 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 2130 }
2091 /* If we're braced, we don't want to switch places with it */ 2131 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 2133 * roll it if not braced. You can't roll it if you are braced.
2125 */ 2134 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2138 {
2139 --op->speed_left;
2140
2127 recursive_roll(mon,dir,op); 2141 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2142 if (action_makes_visible (op))
2129 } 2143 make_visible (op);
2130 2144
2145 return true;
2146 }
2147 }
2131 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2153 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2156 {
2141 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2158 {
2169 } /* if player should attack something */ 2159 --op->contr->weapon_sp_left;
2170}
2171 2160
2161 skill_attack (mon, op, 0, 0, 0);
2162
2163 if (action_makes_visible (op))
2164 make_visible (op);
2165
2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2172int move_player(object *op,int dir) { 2174move_player (object *op, int dir)
2175{
2173 int pick; 2176 int pick;
2174 2177
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9))
2183 {
2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191
2192 op->facing = dir;
2193
2194 if (op->hide)
2195 do_hidden_move (op);
2196
2197 bool retval;
2198
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on)
2202 retval = fire (op, dir);
2203 else
2204 {
2205 retval = move_player_attack (op, dir);
2206 pick = check_pick (op);
2207 }
2208
2209 /* Add special check for newcs players and fire on - this way, the
2210 * server can handle repeat firing.
2211 */
2212 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2213 op->direction = dir;
2214 else
2215 op->direction = 0;
2216
2217 /* Update how the player looks. Use the facing, so direction may
2218 * get reset to zero. This allows for full animation capabilities
2219 * for players.
2220 */
2221 animate_object (op, op->facing);
2222
2223 return retval;
2216} 2224}
2217 2225
2218/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2227 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2229 * the new speed values for commands.
2222 * 2230 *
2223 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2224 */ 2234 */
2235bool
2225int handle_newcs_player(object *op) 2236handle_newcs_player (object *op)
2226{ 2237{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2239 {
2240 if (op->speed_left > 0.f)
2241 {
2242 --op->speed_left;
2244 flee_player(op); 2243 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2244
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2245 return true;
2249 } 2246 }
2247 else
2248 return false;
2250 } 2249 }
2251 2250
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2253 * called, so we recheck it here.
2267 */ 2254 */
2268 HandleClient(&op->contr->socket, op->contr); 2255 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2256 return true;
2270 2257
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2259 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2260
2281 else return 0; 2261 return false;
2282 } 2262}
2263
2264int
2265save_life (object *op)
2266{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2268 return 0;
2284}
2285 2269
2286int save_life(object *op) { 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 {
2273 op->play_sound (sound_find ("ob_evaporate"));
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2275
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy ();
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2280 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281
2282 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp;
2284
2285 if (op->stats.food < 0)
2286 op->stats.food = 999;
2287
2288 op->update_stats ();
2290 return 0; 2289 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2290 }
2291
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2294 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2295 return 0;
2314} 2296}
2315 2297
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2298/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2299 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2300 * function will descend into containers. op is the object to start the search
2319 * from. 2301 * from.
2320 */ 2302 */
2303static void
2321void remove_unpaid_objects(object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2322{ 2305{
2323 object *next;
2324
2325 while (op) { 2306 while (op)
2307 {
2326 next=op->below; /* Make sure we have a good value, in case 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2309
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2311 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2314
2315 op->insert_at (env);
2336 } 2316 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2317 else if (op->inv)
2318 drop_unpaid_items (op->inv, env);
2319
2338 op=next; 2320 op = next;
2339 } 2321 }
2340} 2322}
2341 2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2342 2330
2343/* 2331/*
2344 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2335 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2336 * but there isn't one in the server directory.
2349 */ 2337 */
2338char *
2350char *gravestone_text (object *op) 2339gravestone_text (object *op)
2351{ 2340{
2352 static char buf2[MAX_BUF]; 2341 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2342 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2343 time_t now = time (NULL);
2355 2344
2356 strcpy (buf2, " R.I.P.\n\n"); 2345 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2348 else
2360 sprintf (buf, "%s\n", &op->name); 2349 sprintf (buf, "%s\n", &op->name);
2350
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2352 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2354 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2355 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2359 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2360 if (op->type == PLAYER)
2361 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2364 strcat (buf2, buf);
2373 } 2365 }
2366
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2369 strcat (buf2, buf);
2370
2377 return buf2; 2371 return buf2;
2378} 2372}
2379 2373
2380 2374void
2381
2382void do_some_living(object *op) { 2375do_some_living (object *op)
2376{
2383 int last_food=op->stats.food; 2377 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2378 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2379 int over_hp, over_sp, over_grace;
2386 int i; 2380 int i;
2387 int rate_hp = 1200; 2381 int rate_hp = 1200;
2388 int rate_sp = 2500; 2382 int rate_sp = 2500;
2389 int rate_grace = 2000; 2383 int rate_grace = 2000;
2390 const int max_hp = 1; 2384 const int max_hp = 1;
2391 const int max_sp = 1; 2385 const int max_sp = 1;
2392 const int max_grace = 1; 2386 const int max_grace = 1;
2393 2387
2394 if (op->contr->outputs_sync) { 2388 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2389 {
2396 if (op->contr->outputs[i].buf!=NULL && 2390 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2391 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2392 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly.
2394 */
2395 if (pticks & 2)
2396 op->invisible--;
2399 } 2397 }
2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2399 {
2400 if (!op->invisible--)
2401 {
2402 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404 }
2405 }
2400 2406
2401 if(op->contr->state==ST_PLAYING) { 2407 if (op->contr->ns->state == ST_PLAYING)
2402 2408 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2411 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2413 else
2414 {
2408 gen_hp = op->stats.maxhp; 2415 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2417 }
2418
2411 if(op->contr->gen_sp >= 0 ) 2419 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2421 else
2422 {
2414 gen_sp = op->stats.maxsp; 2423 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2425 }
2426
2417 if(op->contr->gen_grace >= 0) 2427 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2429 else
2430 {
2420 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2433 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2434
2458 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2436 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2437 if (--op->last_grace < 0)
2438 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2439 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2463 if(max_grace>1) { 2442 if (max_grace > 1)
2443 {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2465 if (over_grace > 0) { 2445 if (over_grace > 0)
2446 {
2466 op->stats.sp += over_grace 2447 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2448 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2449 op->last_grace = 0;
2450 }
2469 } else { 2451 else
2452 {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2454 }
2471 } 2455 }
2472 } else { 2456 else
2457 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2459 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2461 }
2462
2463 if (op->stats.food > 0)
2491 } 2464 {
2492 if(max_hp>1) { 2465 /* Regenerate Spell Points */
2466 if (!op->contr->golem && --op->last_sp < 0)
2467 {
2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2469
2470 if (op->stats.sp < op->stats.maxsp)
2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2477 op->stats.food--;
2478
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501
2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Hit Points */
2512 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.hp < op->stats.maxhp)
2515 {
2516 op->stats.hp++;
2517
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2528 }
2529
2530 if (max_hp > 1)
2531 {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2494 if (over_hp > 0) { 2534 if (over_hp > 0)
2495 op->stats.sp += over_hp 2535 {
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2497 op->last_heal=0; 2537 op->last_heal = 0;
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2498 } else { 2542 else
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2500 } 2544 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2545 }
2504 }
2505 2546
2506 /* Digestion */ 2547 /* Digestion */
2507 if(--op->last_eat<0) { 2548 if (--op->last_eat < 0)
2508#ifdef COZY_SERVER 2549 {
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2550 int bonus = max (0, op->contr->digestion),
2510 int bonus=dg>0?dg:0, 2551 penalty = max (0, -op->contr->digestion);
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2552
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2519 else 2554
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2555 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2557 op->stats.food--;
2524 } 2558 }
2525 2559
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2560 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 {
2527 object *tmp, *flesh=NULL; 2562 object *tmp, *flesh = 0;
2528 2563
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2565 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2567 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2571 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2573 break;
2536 } 2574 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2575 else if (tmp->type == FLESH)
2576 flesh = tmp;
2538 } /* End if paid for object */ 2577 } /* End if paid for object */
2539 } /* end of for loop */ 2578 } /* end of for loop */
2579
2540 /* If player is still starving, it means they don't have any food, so 2580 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2581 * eat flesh instead.
2542 */ 2582 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2586 manual_apply (op, flesh, 0);
2587 }
2588 }
2589
2590 if (op->stats.food < 0)
2546 } 2591 {
2547 } /* end if player is starving */ 2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2548 2595
2549 while(op->stats.food<0&&op->stats.hp>0) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2550 op->stats.food++,op->stats.hp--;
2551
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2553 kill_player(op); 2597 kill_player (op);
2598 }
2554} 2599}
2555
2556
2557 2600
2558/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2604 * file.
2562 */ 2605 */
2606void
2563void kill_player(object *op) 2607kill_player (object *op)
2564{ 2608{
2609 int x, y;
2565 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2566 int x,y,i;
2567 mapstruct *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2612 int will_kill_again;
2574 archetype *at; 2613 archetype *at;
2575 object *tmp; 2614 object *tmp;
2576 2615
2577 if(save_life(op)) 2616 if (save_life (op))
2578 return; 2617 return;
2579 2618
2580
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2622 */
2585 if (op_on_battleground(op, &x, &y)) { 2623 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2624 {
2587 "You have been defeated in combat!"); 2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2627
2590
2591 /* restore player */ 2628 /* restore player */
2592 at = find_archetype("poisoning"); 2629 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2631 {
2595 remove_ob(tmp); 2632 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2634 }
2635
2636 at = archetype::find ("confusion");
2637 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2638 {
2599 2639 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2641 }
2607 2642
2608 cure_disease(op,0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2645 if (op->stats.food <= 0)
2611 2646 op->stats.food = 999;
2647
2612 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 {
2616 sprintf(buf,"%s's finger", &op->name);
2617 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level),
2621 op->contr->killer);
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 } 2650 {
2651 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2656 );
2657 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics";
2659 tmp->insert_at (op, tmp);
2628 2660 }
2661
2629 /* teleport defeated player to new destination*/ 2662 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2664 op->contr->braced = 0;
2632 return; 2665 return;
2633 } 2666 }
2634 2667
2635 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2636 2669
2637 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2638 2671
2639 if(op->stats.food<0) { 2672 if (op->stats.food < 0)
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation"); 2673 strcpy (op->contr->killer, "starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2674
2675 op->contr->play_sound (sound_find ("player_dies"));
2676
2660 /* save the map location for corpse, gravestone*/ 2677 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2678 x = op->x;
2679 y = op->y;
2680 map = op->map;
2662 2681
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2682 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2683 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2684 * See the config.h file for a little more in depth detail about this.
2668 */ 2685 */
2669 2686
2670 /* Basically two ways to go - remove a stat permanently, or just 2687 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2688 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2689 * of death.
2673 */ 2690 */
2674#ifndef COZY_SERVER 2691#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2692 if (settings.balanced_stat_loss)
2693 {
2676 /* If stat loss is permanent, lose one stat only. */ 2694 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2695 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2696 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2697 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2698 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2699 little bit harder. */
2682 /* GD */ 2700 /* GD */
2683 if (settings.stat_loss_on_death) 2701 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2702 num_stats_lose = 1;
2689 } 2703 else
2704 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2705 }
2706 else
2707 num_stats_lose = 1;
2708
2690 lost_a_stat = 0; 2709 lost_a_stat = 0;
2691 2710
2692 for (z=0; z<num_stats_lose; z++) { 2711 for (z = 0; z < num_stats_lose; z++)
2712 {
2693 i = RANDOM() % NUM_STATS; 2713 i = RANDOM () % NUM_STATS;
2694 2714
2695 if (settings.stat_loss_on_death) { 2715 if (settings.stat_loss_on_death)
2716 {
2696 /* Pick a random stat and take a point off it. Tell the player 2717 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2718 * what he lost.
2698 */ 2719 */
2699 change_attr_value(&(op->stats), i,-1); 2720 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2721 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2722 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2723 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2724 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2725 lost_a_stat = 1;
2705 } else { 2726 }
2727 else
2728 {
2706 /* deplete a stat */ 2729 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2730 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2731 object *dep;
2732
2733 dep = present_arch_in_ob (deparch, op);
2734 if (!dep)
2709 2735 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2736 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2737 insert_ob_in_ob (dep, op);
2714 } 2738 }
2715 lose_this_stat = 1; 2739 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2740 if (settings.balanced_stat_loss)
2741 {
2717 /* GD */ 2742 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2743 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2744 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2745 if (this_stat < 0)
2746 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2748 int keep_chance = this_stat * this_stat;
2749
2723 /* Yes, I am paranoid. Sue me. */ 2750 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2751 if (keep_chance < 1)
2725 keep_chance = 1; 2752 keep_chance = 1;
2726 2753
2727 /* There is a maximum depletion total per level. */ 2754 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2755 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2756 {
2729 lose_this_stat = 0; 2757 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2758 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2759 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2760 }
2741 } 2761 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2762 {
2751 if (this_stat>=-50) { 2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2764 lose_this_stat = 0;
2765 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2766 this_stat, keep_chance, loss_chance,
2767 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2768 }
2758 } 2769 }
2759 } 2770 }
2760 } 2771
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2772 if (lose_this_stat)
2763 { 2773 {
2764 /* determine_god() seems to not work sometimes... why is this? 2774 this_stat = get_attr_value (&(dep->stats), i);
2765 Should I be using something else? GD */ 2775 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2776 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2777 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2778 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2779 * difference.
2770 " you.", god); 2780 */
2781 if (this_stat >= -50)
2771 else 2782 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2783 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2784 SET_FLAG (dep, FLAG_APPLIED);
2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786 op->update_stats ();
2787 lost_a_stat = 1;
2788 }
2774 } 2789 }
2790 }
2791 }
2792 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat)
2794 {
2795 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */
2797 const char *god = determine_god (op);
2798
2799 if (god && (strcmp (god, "none")))
2800 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2801 else
2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2803 }
2804#else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2806#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2807
2779 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2809 * exp loss on the stone.
2781 */ 2810 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2812 sprintf (buf, "%s's gravestone", &op->name);
2813 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2814 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2815 tmp->name_pl = buf;
2786 "who was killed\n" 2816 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2817 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2818 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2820
2794 /**************************************/ 2821 /**************************************/
2795 /* */ 2822 /* */
2796 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
2799 /* */ 2826 /* */
2800 /**************************************/ 2827 /**************************************/
2801 2828
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2829 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2830 /* restore player */
2804 at = find_archetype("poisoning"); 2831 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2833
2807 remove_ob(tmp); 2834 if (tmp)
2808 free_object(tmp); 2835 {
2836 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2838 }
2811 2839
2812 at = find_archetype("confusion"); 2840 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2841 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2842 if (tmp)
2815 remove_ob(tmp); 2843 {
2816 free_object(tmp); 2844 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2846 }
2847
2819 cure_disease(op,0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2820 2849
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2851 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2852 if (op->stats.food < 100)
2853 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2857
2828 /* 2858 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2859 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2860 * and put them back in the map.
2831 * in the map. 2861 */
2832 */ 2862 op->drop_unpaid_items ();
2833 2863
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2864 /****************************************/
2838 /* */ 2865 /* */
2839 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2841 /* */ 2868 /* */
2842 /****************************************/ 2869 /****************************************/
2843 2870
2844 enter_player_savebed(op); 2871 enter_player_savebed (op);
2845 2872
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2873 op->contr->braced = 0;
2850 save_player(op,1);
2851 2874
2852 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2878 * on the space that might harm the player.
2856 */ 2879 */
2857 will_kill_again=0; 2880 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
2861 } 2884
2862 if (will_kill_again) { 2885 if (will_kill_again)
2886 {
2863 object *force; 2887 object *force;
2864 int at; 2888 int at;
2865 2889
2866 force=get_archetype(FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2892 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2893 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2895 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2897 force->resist[at] = 100;
2898
2899 insert_ob_in_ob (force, op);
2900 op->update_stats ();
2901
2902 }
2903
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2905}
2906
2907void
2908loot_object (object *op)
2909{ /* Grab and destroy some treasure */
2910 object *tmp, *tmp2, *next;
2911
2912 op->close_container (); /* close open sack first */
2913
2914 for (tmp = op->inv; tmp; tmp = next)
2915 {
2916 next = tmp->below;
2917
2918 if (tmp->invisible)
2919 continue;
2920
2921 tmp->remove ();
2922 tmp->x = op->x, tmp->y = op->y;
2923
2924 if (tmp->type == CONTAINER)
2925 loot_object (tmp); /* empty container to ground */
2926
2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2928 {
2929 if (tmp->nrof > 1)
2930 {
2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2933 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2934 else
2933 delete_character(op->name,1); 2935 tmp->destroy ();
2934 } 2936 }
2935 } 2937 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2938 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2939 }
2977} 2940}
2978 2941
2979/* 2942/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2945 * was changed.
2983 */ 2946 */
2984 2947void
2985void fix_weight(void) { 2948fix_weight (void)
2986 player *pl; 2949{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2950 for_all_players (pl)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2951 {
2989 if(old == sum) 2952 sint32 old = pl->ob->carrying;
2990 continue; 2953
2991 fix_player(pl->ob); 2954 pl->ob->update_weight ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2955
2993 &pl->ob->name, old, sum); 2956 if (old != pl->ob->carrying)
2957 {
2958 pl->ob->update_stats ();
2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2960 }
2994 } 2961 }
2995} 2962}
2996 2963
2964void
2997void fix_luck(void) { 2965fix_luck (void)
2998 player *pl; 2966{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2967 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2969 pl->ob->change_luck (0);
3002} 2970}
3003
3004 2971
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3008 */ 2975 */
3009
3010void 2976void
3011cast_dust (object * op, object * throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3012{ 2978{
3013 object *skop, *spob; 2979 object *skop, *spob;
3014 2980
3015 skop = find_skill_by_name (op, throw_ob->skill); 2981 skop = find_skill_by_name (op, throw_ob->skill);
3016 2982
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2983 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2984 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2985 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2986 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2987 return;
3023 } 2988 }
3024 2989
3025 spob = throw_ob->inv; 2990 spob = throw_ob->inv;
3026 2991
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2992 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 2993 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 2994 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2995 if (!spob)
3031 { 2996 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2997 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 2998 return;
3035 } 2999 }
3036 3000
3037 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3003
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3005
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3007}
3046 3008
3009void
3047void make_visible (object *op) { 3010make_visible (object *op)
3011{
3048 op->hide = 0; 3012 op->hide = 0;
3049 op->invisible = 0; 3013 op->invisible = 0;
3014
3050 if(op->type==PLAYER) { 3015 if (op->type == PLAYER)
3016 {
3051 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3053 } 3019 }
3020
3054 update_object(op,UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3055} 3022}
3056 3023
3024int
3057int is_true_undead(object *op) { 3025is_true_undead (object *op)
3058 object *tmp=NULL; 3026{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3028 return 1;
3061 3029
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3030 return 0;
3067} 3031}
3068 3032
3069/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3035 * indicate greater hideability.
3072 */ 3036 */
3073 3037int
3074int hideability(object *ob) { 3038hideability (object *ob)
3039{
3075 int i,level=0, mflag; 3040 int i, level = 0, mflag;
3076 sint16 x,y; 3041 sint16 x, y;
3077 3042
3078 if(!ob||!ob->map) return 0; 3043 if (!ob || !ob->map)
3044 return 0;
3079 3045
3080 /* so, on normal lighted maps, its hard to hide */ 3046 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3047 level = ob->map->darkness - 2;
3082 3048
3083 /* this also picks up whether the object is glowing. 3049 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3050 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3052 if (has_carried_lights (ob))
3053 level = -(10 + (2 * ob->map->darkness));
3087 3054
3088 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3059 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3061 if (mflag & P_OUT_OF_MAP)
3062 continue;
3063
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3065 level += 2;
3094 else /* open terrain! */ 3066 else /* open terrain! */
3095 level -= 1; 3067 level -= 1;
3096 } 3068 }
3097 3069
3098#if 0 3070#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3071 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3072#endif
3101 return level; 3073 return level;
3102} 3074}
3103 3075
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3080 */
3109 3081void
3110void do_hidden_move (object *op) { 3082do_hidden_move (object *op)
3083{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3085 object *skop;
3113 3086
3114 if(!op || !op->map) return; 3087 if (!op || !op->map)
3088 return;
3115 3089
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3091
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3093 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3094 if (!skop || num >= skop->level)
3095 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3097 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3098 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3099 }
3100 else
3101 num += 20;
3102
3103 num += op->map->difficulty;
3104 hide = hideability (op); /* modify by terrain hidden level */
3105 num -= hide;
3106
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 {
3109 make_visible (op);
3110 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 }
3134 else if (op->type == PLAYER && skop) { 3113 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3115}
3138 3116
3139/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3140 3118
3119int
3141int stand_near_hostile( object *who ) { 3120stand_near_hostile (object *who)
3121{
3142 object *tmp=NULL; 3122 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3124 maptile *m;
3145 sint16 x,y; 3125 sint16 x, y;
3146 3126
3147 if(!who) return 0; 3127 if (!who)
3128 return 0;
3148 3129
3149 if(who->type==PLAYER) player=1; 3130 if (who->type == PLAYER)
3131 player = 1;
3132
3133 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3135
3152 /* search adjacent squares */ 3136 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3137 for (i = 1; i < 9; i++)
3138 {
3154 x = who->x+freearr_x[i]; 3139 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3140 y = who->y + freearr_y[i];
3156 m = who->map; 3141 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3142 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3143 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3144 * blocked, don't need to check this space.
3160 */ 3145 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3146 if (mflags & P_OUT_OF_MAP)
3147 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3149 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3150
3165 if((player||friendly) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154 return 1;
3155 else if (tmp->type == PLAYER)
3156 {
3157 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3159 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3160 }
3174 } 3161 }
3175 } 3162 }
3176 return 0; 3163 return 0;
3177} 3164}
3178 3165
3179/* check the player los field for viewability of the 3166/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3176 * -b.t.
3190 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3191 */ 3178 */
3192 3179int
3193int player_can_view (object *pl,object *op) { 3180player_can_view (object *pl, object *op)
3181{
3194 rv_vector rv; 3182 rv_vector rv;
3195 int dx,dy; 3183 int dx, dy;
3196 3184
3197 if(pl->type!=PLAYER) { 3185 if (pl->type != PLAYER)
3186 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3188 return -1;
3200 } 3189 }
3201 if (!pl || !op) return 0;
3202 3190
3203 if(op->head) { op = op->head; } 3191 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3192 return 0;
3193
3194 op = op->head_ ();
3195
3196 get_rangevector (pl, op, &rv, 0x1);
3197
3198 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any
3200 * part that is in the los array but isn't on
3201 * a blocked los square.
3202 * we use the archetype to figure out offsets.
3203 */
3204 while (op)
3205 {
3206 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y;
3208
3209 /* only the viewable area the player sees is updated by LOS
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1;
3217
3218 op = op->more;
3219 }
3220
3221 return 0;
3227} 3222}
3228 3223
3229/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3226 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3227 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3228 * return 0.
3234 */ 3229 */
3230int
3235int action_makes_visible (object *op) { 3231action_makes_visible (object *op)
3236 3232{
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3236 return 0;
3240 3237
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3242 3240
3243 /* If monsters, they should become visible */ 3241 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3245 return 1;
3247 } 3246 }
3248 } 3247 }
3248
3249 return 0; 3249 return 0;
3250} 3250}
3251 3251
3252/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3255 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3259 */
3260int
3260int op_on_battleground (object *op, int *x, int *y) { 3261op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3262{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272 strcmp(tmp->name, "battleground")==0 && 3274 && tmp->type == BATTLEGROUND
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3278 /* before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 object *invtmp; 3280 {
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 {
3278 if(invtmp->type==FORCE && invtmp->slaying && 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3284 {
3280 if (x != NULL && y != NULL) 3285 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3282 return 1; 3288 return 1;
3289 }
3283 } 3290 }
3284 } 3291 }
3285 } 3292
3286 if (x != NULL && y != NULL) 3293 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3288 return 1; 3296 return 1;
3297 }
3289 } 3298 }
3290 }
3291 } 3299 }
3300
3292 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3293 return 0; 3302 return 0;
3294} 3303}
3295 3304
3296/* 3305/*
3300 * attributes: 3309 * attributes:
3301 * object *who the dragon player 3310 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3311 * int atnr the attack-number of the ability focus
3303 * int level ability level 3312 * int level ability level
3304 */ 3313 */
3314void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3315dragon_ability_gain (object *who, int atnr, int level)
3316{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3317 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3318 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3319 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3320 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3322 int i = 0, j = 0;
3312 3323
3313 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3333
3323 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3335 return;
3336
3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3338
3339 if (!tr || !tr->item)
3340 {
3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3342 return;
3343 }
3344
3345 /* everything seems okay - now bring on the gift: */
3346 item = tr->item;
3347
3348 if (item->type == SPELL)
3349 {
3350 if (check_spell_known (who, item->name))
3324 return; 3351 return;
3325 3352
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3353 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3354 do_learn_spell (who, item, 0);
3328 3355 return;
3329 if (tr == NULL || tr->item == NULL) { 3356 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357
3358 /* grant direct spell */
3359 if (item->type == SPELLBOOK)
3360 {
3361 if (!item->inv)
3362 {
3363 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3364 return;
3365 }
3366 if (check_spell_known (who, item->inv->name))
3331 return; 3367 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3368 if (item->invisible)
3369 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3370 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3371 do_learn_spell (who, item->inv, 0);
3357 return; 3372 return;
3358 } 3373 }
3359 } 3374 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3375 else if (item->type == SKILL_TOOL && item->invisible)
3376 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3377 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378 {
3362 3379
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3380 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3381 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3382 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3383 * but not all of them, he gets nothing.
3367 */ 3384 */
3368 if (!(skop->attacktype & item->attacktype)) { 3385 if (!(skop->attacktype & item->attacktype))
3386 {
3369 /* Give new attacktype */ 3387 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3388 skop->attacktype |= item->attacktype;
3371 3389
3372 /* always add physical if there's none */ 3390 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3391 skop->attacktype |= AT_PHYSICAL;
3374 3392
3375 if (item->msg != NULL) 3393 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3394 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3395
3378 /* Give player new face */ 3396 /* Give player new face */
3379 if (item->animation_id) { 3397 if (item->animation_id)
3398 {
3380 who->face = skop->face; 3399 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3400 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3401 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3402 who->last_anim = 0;
3384 who->state = 0; 3403 who->state = 0;
3385 animate_object(who, who->direction); 3404 animate_object (who, who->direction);
3386 } 3405 }
3387 } 3406 }
3388 } 3407 }
3389 } 3408 }
3390 else if (item->type == FORCE) { 3409 else if (item->type == FORCE)
3410 {
3391 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3412 object *skin;
3413
3393 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3395 skin=skin->below); 3416 ;
3396 if (skin == NULL) return; 3417
3397 3418 if (!skin)
3419 return;
3420
3398 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3425
3402 /* print message */ 3426 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3427 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3428 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 {
3405 if(item->path_attuned & (1<<i)) { 3430 if (item->path_attuned & (1 << i))
3431 {
3406 if (j) 3432 if (j)
3407 strcat(buf," and "); 3433 strcat (buf, " and ");
3408 else 3434 else
3409 j = 1; 3435 j = 1;
3410 strcat(buf, spellpathnames[i]); 3436 strcat (buf, spellpathnames[i]);
3411 } 3437 }
3412 } 3438 }
3413 strcat(buf,"."); 3439 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3441 }
3416 3442
3417 /* evtl. adding flags: */ 3443 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3444 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3445 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3446 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3447 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3449 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3450
3425 /* print message if there is one */ 3451 /* print message if there is one */
3426 if (item->msg != NULL) 3452 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 }
3455 else
3428 } 3456 {
3429 else {
3430 /* generate misc. treasure */ 3457 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3458 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3460 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3461 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3462 esrv_send_item (who, tmp);
3436 } 3463 }
3437} 3464}
3438 3465
3439/** 3466/**
3440 * Unready an object for a player. This function does nothing if the object was 3467 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3468 * not readied.
3442 */ 3469 */
3470void
3443void player_unready_range_ob(player *pl, object *ob) { 3471player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3472{
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3445 3475
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3476 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3477 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3478
3449 if (pl->shoottype == i) { 3479 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3480 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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