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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 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.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{ 331{
205 object *op = arch_to_object (get_player_archetype (NULL)); 332 observe = op ? op : ob;
206 int i; 333 do_los = 1;
334}
207 335
208 if (!p) 336player::player ()
209 { 337{
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 p->clear ();
233
234 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 339 * we deal with that below this point.
236 */ 340 */
237 p->party = NULL; 341 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 342 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 344
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
248 346
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 347 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 348 bowtype = bow_normal;
266 p->petmode = pet_normal; 349 petmode = pet_normal;
267 p->listening = 10; 350 listening = 10;
268 p->usekeys = containers; 351 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 353 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 354
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 355 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 356 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 357}
278 358
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 359void
360player::do_destroy ()
361{
362 disconnect ();
280 363
281 /* we need to clear these to -1 and not zero - otherwise, 364 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 365
283 * send new values to the client, as things like exp start 366 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 367 {
291 for (i = 0; i < NROFATTACKS; i++) 368 ob->destroy_inv (false);
369 ob->destroy ();
292 { 370 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 371
298 p->socket.update_look = 0; 372 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 373}
302 374
303/* This loads the first map an puts the player on it. */ 375player::~player ()
304static void set_first_map(object *op)
305{ 376{
306 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
307 op->x = -1; 378 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 379}
311 380
312/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
314 * mode. 383 * mode.
315 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
316 389
317int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 391
320 p=get_player(NULL); 392 pl->ob->roll_stats ();
321 p->socket = *ns; 393 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 395
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 396 set_first_map (pl->ob);
332 397
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 398 return pl;
340} 399}
341 400
342/* 401/*
343 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
346 */ 405 */
406archetype *
347archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
348{ 408{
349 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
350 for (;;) { 417 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 418 {
362} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
363 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
364 428
429object *
365object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
366 object *op = NULL; 432 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 433 objectlink *ol;
369 unsigned lastdist; 434 unsigned lastdist;
370 rv_vector rv; 435 rv_vector rv;
371 436
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 438 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 440 continue;
399 441
400 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
443 {
401 op=ol->ob; 444 op = ol->ob;
402 lastdist=rv.distance; 445 lastdist = rv.distance;
403 } 446 }
404 } 447 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 448
449 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 450 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 451 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 452 {
413 } 453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
414#if 0 457#if 0
415 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)");
416#endif 459#endif
417 return op; 460 return op;
418} 461}
419 462
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 481 * is probably not a good thing.
439 */ 482 */
440#define MAX_SPACES 50 483#define MAX_SPACES 50
441
442 484
443/* 485/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 501 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 502 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 503 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 504 * is blocking itself.
463 */ 505 */
506int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
465 rv_vector rv; 509 rv_vector rv;
466 sint16 x,y; 510 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
469 513
470 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
471 515
472 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
517 return 0;
473 518
474 x=mon->x; 519 x = mon->x;
475 y=mon->y; 520 y = mon->y;
476 m=mon->map; 521 m = mon->map;
477 dir = rv.direction; 522 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 527 if (diff > max)
528 return 0;
529
482 while (diff >1 && max>0) { 530 while (diff > 1 && max > 0)
531 {
483 lastx = x; 532 lastx = x;
484 lasty = y; 533 lasty = y;
485 lastmap = m; 534 lastmap = m;
486 x = lastx + freearr_x[dir]; 535 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 536 y = lasty + freearr_y[dir];
488 537
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 538 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 540
492 /* Space is blocked - try changing direction a little */ 541 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
495 /* recalculate direction from last good location. Possible 545 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 546 * we were not traversing ideal location before.
497 */ 547 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 549 if (rv.direction != dir)
550 {
500 /* OK - says direction should be different - lets reset the 551 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 552 * the values so it will try again.
502 */ 553 */
503 x = lastx; 554 x = lastx;
504 y = lasty; 555 y = lasty;
505 m = lastmap; 556 m = lastmap;
506 dir = firstdir = rv.direction; 557 dir = firstdir = rv.direction;
558 }
507 } else { 559 else
560 {
508 /* direct path is blocked - try taking a side step to 561 /* direct path is blocked - try taking a side step to
509 * either the left or right. 562 * either the left or right.
510 * Note increase the values in the loop below to be 563 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 564 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 565 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 566 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 567 * stepping back and forth
515 */ 568 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 572 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 573 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 574 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 575 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 576 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 577 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 578 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 580 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 581 * the last direction the creature has successfully
527 * moved. 582 * moved.
528 */ 583 */
529 584
530 x = lastx + freearr_x[absdir(lastdir+i)]; 585 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 586 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 587 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 588 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 589 if (mflags & P_OUT_OF_MAP)
590 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 594 if (mflags & P_BLOCKSVIEW)
595 continue;
538 596
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
540 } 599 }
541 /* go through entire loop without finding a valid 600 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 601 * sidestep to take - thus, no valid path.
543 */ 602 */
544 if (i==(DETOUR_AMOUNT+1)) 603 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 604 return 0;
546 diff--; 605 diff--;
547 lastdir=dir; 606 lastdir = dir;
548 max--; 607 max--;
549 if (!firstdir) firstdir = dir+i; 608 if (!firstdir)
609 firstdir = dir + i;
550 } /* else check alternate directions */ 610 } /* else check alternate directions */
551 } /* if blocked */ 611 } /* if blocked */
552 else { 612 else
613 {
553 /* we moved towards creature, so diff is less */ 614 /* we moved towards creature, so diff is less */
554 diff--; 615 diff--;
555 max--; 616 max--;
556 lastdir=dir; 617 lastdir = dir;
618 if (!firstdir)
557 if (!firstdir) firstdir = dir; 619 firstdir = dir;
620 }
621
622 if (diff <= 1)
558 } 623 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 625 * headed toward player for entire distance.
562 */ 626 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 629 }
566 if (diff>max) return 0; 630
631 if (diff > max)
632 return 0;
567 } 633 }
634
568 /* 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 */
569 if (!max) return 0; 636 if (!max)
637 return 0;
570 638
571 return firstdir; 639 return firstdir;
572} 640}
573 641
642void
574void give_initial_items(object *pl,treasurelist *items) { 643give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 644{
576
577 if(pl->randomitems!=NULL) 645 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 647
580 for (op=pl->inv; op; op=next) { 648 for (object *next, *op = pl->inv; op; op = next)
649 {
581 next = op->below; 650 next = op->below;
582 651
583 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
584 * 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
585 */ 654 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 656 SET_FLAG (op, FLAG_APPLIED);
588 657
589 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 659 * by this player due to race restrictions
591 */ 660 */
592 if (pl->type == PLAYER) { 661 if (pl->type == PLAYER)
662 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
594 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 668 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 670 {
603 } 671 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 672 continue;
623 } 673 }
624 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)
625 } 683 {
684 object *tmp;
626 685
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
627 if (op->type == SPELLBOOK && op->inv) { 701 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 }
630 703
631 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 706 * merged properly.
634 */ 707 */
635 if (need_identify(op)) { 708 if (need_identify (op))
709 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
639 } 716 {
640 if(op->type==SPELL) { 717 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 718 continue;
719 }
720 else if (op->type == SKILL)
644 } 721 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 723 op->stats.exp = 0;
648 op->level = 1; 724 op->level = 1;
649 } 725 }
650 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
653 729
654 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
655 link_player_skills(pl); 731 link_player_skills (pl);
656} 732}
657 733
658void get_name(object *op) { 734void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
731 if (party == NULL) { 737 if (party == NULL)
738 {
732 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);
733 return; 740 return;
734 } 741 }
742
735 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
738 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:");
739} 747}
740
741 748
742/* 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
743int roll_stat(void) { 751roll_stat (void)
752{
744 int a[4],i,j,k; 753 int a[4], i, j, k;
745 754
746 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
748 757
749 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 759 if (a[i] < k)
751 k=a[i],j=i; 760 k = a[i], j = i;
752 761
753 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 763 if (i != j)
755 k+=a[i]; 764 k += a[i];
756 } 765
757 return k; 766 return k;
758} 767}
759 768
760void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
761 int sum=0; 776 int sum = 0;
762 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
764 779
765 do { 780 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 781 break;
767 op->stats.Dex=roll_stat(); 782 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 783
778 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 786
787 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 789
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 790 stats.exp = 0;
818 op->stats.ac=0; 791 stats.ac = 0;
819 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
820 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
823 802
824 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
825 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
829} 835}
830 836
831void Roll_Again(object *op) 837static void
838start_info (object *op)
832{ 839{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
841 841
842 if ( op->contr->Swap_First == -1 ) { 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 844}
950 845
951/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
955 * not the class. 850 * not the class.
956 */ 851 */
957 852void
958int key_change_class(object *op, char key) 853player::chargen_race_done ()
959{ 854{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
974 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
976 864
977 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
978 866
979 if (op->msg) 867 if (ob->msg)
980 op->msg=NULL; 868 ob->msg = 0;
981 869
982 /* 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
983 * to save here. 871 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */ 872 */
1024 873 {
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055}
1056
1057int key_confirm_quit(object *op, char key)
1058{
1059 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 876 make_path_to_file (buf);
1091 next = mp->next; 877 }
1092 if (!strncmp(mp->path, buf, strlen(buf))) 878
1093 delete_map(mp); 879 start_info (ob);
1094 } 880 CLEAR_FLAG (ob, FLAG_WIZ);
1095 881 give_initial_items (ob, ob->randomitems);
1096 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)
1097 } 890 {
1098 play_again(op); 891 object *tmp;
1099 return 1; 892 char mapname[MAX_BUF];
1100}
1101 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
1102void flee_player(object *op) { 945flee_player (object *op)
946{
1103 int dir,diff; 947 int dir, diff;
1104 rv_vector rv; 948 rv_vector rv;
1105 949
1106 if(op->stats.hp < 0) { 950 if (op->stats.hp < 0)
951 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 952 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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)))
1109 return; 990 return;
1110 } 991 }
1111 992
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 995 op->enemy = NULL;
1146} 996}
1147
1148 997
1149/* 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.
1150 * 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
1151 * stop. 1000 * stop.
1152 */ 1001 */
1002int
1153int check_pick(object *op) { 1003check_pick (object *op)
1004{
1154 object *tmp, *next; 1005 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1006 int stop = 0;
1157 int j, k, wvratio; 1007 int wvratio;
1158 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1159
1160 1009
1161 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1163 return 1; 1012 return 1;
1164 1013
1165 op_tag = op->count;
1166
1167 next = op->below; 1014 next = op->below;
1168 if (next) 1015
1169 next_tag = next->count; 1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1170 1018
1171 /* 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
1172 * destroyed */ 1020 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1021 while (next && !next->destroyed ())
1174 { 1022 {
1175 tmp = next; 1023 tmp = next;
1176 next = tmp->below; 1024 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1025
1180 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 ())
1181 return 0; 1033 return 0;
1182 1034
1183 if ( ! can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1184 continue; 1036 continue;
1185 1037
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1039 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1190 continue; 1042 continue;
1191 } 1043 }
1192 1044
1193 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1046 if (!(op->contr->mode & PU_NEWMODE))
1047 {
1195 switch (op->contr->mode) { 1048 switch (op->contr->mode)
1049 {
1050 case 0:
1196 case 0: return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1197 case 1: pick_up (op, tmp); 1052 case 1:
1053 CHK_PICK_PICKUP;
1198 return 1; 1054 return 1;
1199 case 2: pick_up (op, tmp); 1055 case 2:
1056 CHK_PICK_PICKUP;
1200 return 0; 1057 return 0;
1058 case 3:
1201 case 3: return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1202 case 4: pick_up (op, tmp); 1060 case 4:
1061 CHK_PICK_PICKUP;
1203 break; 1062 break;
1204 case 5: pick_up (op, tmp); 1063 case 5:
1064 CHK_PICK_PICKUP;
1205 stop = 1; 1065 stop = 1;
1206 break; 1066 break;
1207 case 6: 1067 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1070 CHK_PICK_PICKUP;
1211 break; 1071 break;
1212 1072
1213 case 7: 1073 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1075 CHK_PICK_PICKUP;
1216 break; 1076 break;
1217 1077
1218 default: 1078 default:
1219 /* use value density */ 1079 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1))) 1082 CHK_PICK_PICKUP;
1223 >= op->contr->mode)
1224 pick_up(op,tmp);
1225 } 1083 }
1226 } 1084 }
1227 else { /* old model */ 1085 else
1086 { /* old model */
1228 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 1088 if (op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 { 1089 {
1249 sprintf(tmpstr,"%d ",k*32+j); 1090 /* some debugging code to figure out item information */
1250 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);
1251 } 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 }
1252 } 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 }
1253 } 1315 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 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;
1256#if 0 1337#if 0
1257 /* print the flags too */ 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1339 if (tmp->name != NULL)
1259 { 1340 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1341 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1342 }
1262 { 1343 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1264 if(!((j+1)%4))fprintf(stderr," "); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1347#endif
1269 } 1348 continue;
1270 /* philosophy: 1349 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1350 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1351 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1352 }
1430 } /* the new pickup model */ 1353
1431 }
1432 return ! stop; 1354 return !stop;
1433} 1355}
1434 1356
1435/* 1357/*
1436 * Find an arrow in the inventory and after that 1358 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1359 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1360 * found object is returned.
1439 */ 1361 */
1362object *
1440object *find_arrow(object *op, const char *type) 1363find_arrow (object *op, const char *type)
1441{ 1364{
1442 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);
1443 1368
1444 for(op=op->inv; op; op=op->below) 1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1446 QUERY_FLAG(op,FLAG_APPLIED)) 1371 if (object *arrow = find_arrow (tmp, type))
1447 tmp = find_arrow (op, type); 1372 {
1448 else if (op->type==ARROW && op->race==type) 1373 splay (tmp);
1449 return op; 1374 return arrow;
1375 }
1376
1450 return tmp; 1377 return 0;
1451} 1378}
1452 1379
1453/* 1380/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1385 */
1459 1386object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1388{
1462 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1464 1391
1465 if (!type) 1392 if (!type)
1466 return NULL; 1393 return NULL;
1467 1394
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1395 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1396 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 {
1471 i = 0; 1399 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1400 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1401 if (i > betterby)
1402 {
1474 tmp = ntmp; 1403 tmp = ntmp;
1475 betterby = i; 1404 betterby = i;
1476 } 1405 }
1406 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1407 else if (arrow->type == ARROW && arrow->race == type)
1408 {
1478 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1411 {
1481 if (arrow->attacktype & AT_DEATH) { 1412 if (arrow->attacktype & AT_DEATH)
1413 {
1482 *better = 100; 1414 *better = 100;
1483 return arrow; 1415 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1416 }
1488 } else { 1417 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1418 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1419 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1420 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1421 }
1505 } 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 }
1506 } 1445 }
1446 }
1507 } 1447 }
1508 if (tmp == NULL && arrow == NULL) 1448 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1449 return find_arrow (op, type);
1510 1450
1511 *better = betterby; 1451 *better = betterby;
1512 return tmp; 1452 return tmp;
1513} 1453}
1514 1454
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1457 * op = the shooter
1518 * type = bow->race 1458 * type = bow->race
1519 * dir = fire direction 1459 * dir = fire direction
1520 */ 1460 */
1521 1461object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1523{ 1463{
1524 object *tmp = NULL; 1464 object *tmp = NULL;
1525 mapstruct *m; 1465 maptile *m;
1526 int i, mflags, found, number; 1466 int i, mflags, found, number;
1527 sint16 x, y; 1467 sint16 x, y;
1528 1468
1529 if (op->map == NULL) 1469 if (op->map == NULL)
1530 return find_arrow(op, type); 1470 return find_arrow (op, type);
1531 1471
1532 /* do a dex check */ 1472 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1473 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1475 return find_arrow (op, type);
1536 1476
1537 m = op->map; 1477 m = op->map;
1538 x = op->x; 1478 x = op->x;
1539 y = op->y; 1479 y = op->y;
1540 1480
1541 /* find the first target */ 1481 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1482 for (i = 0, found = 0; i < 20; i++)
1483 {
1543 x += freearr_x[dir]; 1484 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1485 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1486 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 {
1547 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)
1548 break; 1509 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1510 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1511 }
1566 if (tmp == NULL) 1512 if (tmp == NULL)
1567 return find_arrow(op, type); 1513 return find_arrow (op, type);
1568 1514
1569 if (tmp->head) 1515 if (tmp->head)
1570 tmp = tmp->head; 1516 tmp = tmp->head;
1571 1517
1572 return find_better_arrow(op, tmp, type, &i); 1518 return find_better_arrow (op, tmp, type, &i);
1573} 1519}
1574 1520
1575/* 1521/*
1576 * Creature fires a bow - op can be monster or player. Returns 1522 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1523 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1526 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1529 * player fire modes.
1584 */ 1530 */
1531int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1533{
1588 object *left, *bow; 1534 object *left, *bow;
1589 tag_t left_tag, tag; 1535 int mflags;
1590 int bowspeed, mflags; 1536 maptile *m;
1591 mapstruct *m;
1592 1537
1593 if (!dir) { 1538 if (!dir)
1539 {
1594 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!");
1595 return 0; 1541 return 0;
1542 }
1543
1544 if (op->contr)
1545 bow = op->current_weapon;
1546 else
1596 } 1547 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1551 */
1604 if(bow->type==BOW) 1552 if (bow->type == BOW)
1605 break; 1553 break;
1606 1554
1607 if (!bow) { 1555 if (!bow)
1556 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1558 return 0;
1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1610 } 1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1611 } 1568 }
1569
1612 if( !bow->race || !bow->skill) { 1570 if (!bow->race || !bow->skill)
1571 {
1613 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);
1614 return 0; 1573 return 0;
1615 } 1574 }
1616 1575
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1576 if (arrow == NULL)
1577 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1579 {
1627 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1583 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1633 return 0; 1586 return 0;
1634 } 1587 }
1635 } 1588 }
1589
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1591 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1592 return 0;
1639 } 1593
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1595 {
1641 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.");
1642 return 0; 1597 return 0;
1643 } 1598 }
1644 1599
1645 /* this should not happen, but sometimes does */ 1600 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1601 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1602 {
1648 free_object(arrow); 1603 arrow->destroy ();
1649 return 0; 1604 return 0;
1650 } 1605 }
1651 1606
1652 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count; 1608 arrow = arrow->split ();
1654 arrow = get_split_ob(arrow, 1); 1609 if (!arrow)
1655 if (arrow == NULL) { 1610 {
1656 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);
1657 return 0; 1612 return 0;
1658 } 1613 }
1659 set_owner(arrow, op); 1614
1615 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1617 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1618
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 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 */
1673 arrow->stats.hp = arrow->stats.dam; 1620 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1622
1675 if (arrow->slaying != NULL) 1623 if (arrow->slaying)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1677 1625
1678 /* Note that this was different for monsters - they got their level 1626#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1627 if (player *pl = op->contr)
1680 */
1681 1628 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1629 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1643 /* update the speed */
1687 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
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1645 + bow->stats.dam / 7.f;
1691 1646
1692 if (arrow->speed < 1.0) 1647 arrow->set_speed (max (arrow->speed, 2.f));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1648 arrow->speed_left = 0;
1696 1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1697 if (op->type == PLAYER) { 1652 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1653 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1655 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1661 }
1662 else
1663 {
1708 arrow->level = op->level; 1664 arrow->level = op->level;
1709 } 1665 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1666
1711 arrow->attacktype |= bow->attacktype; 1667 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1668 arrow->slaying = bow->slaying;
1714 1669
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1679
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1720 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1682
1723 if (!was_destroyed(arrow, tag)) 1683 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1684 move_arrow (arrow);
1725 1685
1726 if (op->type == PLAYER) {
1727 if (was_destroyed (left, left_tag))
1728 esrv_del_item(op->contr, left_tag);
1729 else
1730 esrv_send_item(op, left);
1731 }
1732 return 1; 1686 return 1;
1733} 1687}
1734 1688
1735/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1690 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1691 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1692 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1693 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1694 * hence the function name.
1741 */ 1695 */
1696int
1742int player_fire_bow(object *op, int dir) 1697player_fire_bow (object *op, int dir)
1743{ 1698{
1744 int ret=0, wcmod=0; 1699 int ret = 0, wcmod = 0;
1745 1700
1746 if (op->contr->bowtype == bow_bestarrow) { 1701 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1702 {
1748 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);
1749 dir, 0, op->x, op->y); 1704 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1708 wcmod = -1;
1709
1753 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);
1754 op->x, op->y); 1711 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1712 else if (op->contr->bowtype == bow_threewide)
1713 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1718 else if (op->contr->bowtype == bow_spreadshot)
1719 {
1760 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);
1761 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);
1762 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);
1763 1723 }
1764 } else { 1724 else
1725 {
1765 /* Simple case */ 1726 /* Simple case */
1766 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);
1767 } 1728 }
1729
1768 return ret; 1730 return ret;
1769} 1731}
1770
1771 1732
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1774 */ 1735 */
1736void
1775void fire_misc_object(object *op, int dir) 1737fire_misc_object (object *op, int dir)
1776{ 1738{
1777 object *item; 1739 object *item = op->contr->ranged_ob;
1778 1740
1779 if (!op->contr->ranges[range_misc]) { 1741 if (!item)
1742 {
1780 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.");
1781 return; 1744 return;
1782 } 1745 }
1783 1746
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1747 if (!item->inv)
1748 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1750 return;
1788 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1789 if (item->type == WAND) { 1756 if (item->type == WAND)
1757 {
1790 if(item->stats.food<=0) { 1758 if (item->stats.food <= 0)
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1792 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
1793 return; 1763 return;
1794 } 1764 }
1765 }
1795 } else if (item->type == ROD || item->type==HORN) { 1766 else if (item->type == ROD || item->type == HORN)
1767 {
1796 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))
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 {
1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1798 if (item->type== ROD) 1772 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "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));
1801 else 1774 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1776
1804 return; 1777 return;
1805 } 1778 }
1806 } 1779 }
1807 1780
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1809 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 */
1810 if (item->type == WAND) { 1784 if (item->type == WAND)
1785 {
1811 if (!(--item->stats.food)) { 1786 if (!(--item->stats.food))
1787 {
1812 object *tmp; 1788 object *tmp;
1789
1813 if (item->arch) { 1790 if (item->arch)
1791 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1816 item->speed = 0; 1794 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1795 }
1796
1819 if ((tmp=is_player_inv(item))) 1797 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1799 }
1822 } 1800 }
1823 else if (item->type == ROD || item->type==HORN) { 1801 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1802 drain_rod_charge (item);
1825 }
1826 } 1803 }
1827} 1804}
1828 1805
1829/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1830 */ 1807 */
1808bool
1831void fire(object *op,int dir) { 1809fire (object *op, int dir)
1810{
1832 int spellcost=0; 1811 int spellcost = 0;
1833 1812
1834 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1814 if (action_makes_visible (op))
1815 make_visible (op);
1836 1816
1837 switch(op->contr->shoottype) { 1817 player *pl = op->contr;
1838 case range_none:
1839 return;
1840 1818
1841 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:
1842 player_fire_bow(op, dir); 1841 player_fire_bow (op, dir);
1843 return; 1842 break;
1844 1843
1845 case range_magic: /* Casting spells */ 1844 case SPELL:
1846 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);
1847 return; 1846 break;
1848 1847
1849 case range_misc: 1848 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 1849 apply_map_builder (op, dir);
1874 return; 1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1875 default: 1856 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1857 fire_misc_object (op, dir);
1877 return; 1858 break;
1878 } 1859 }
1879}
1880 1860
1881 1861 return true;
1862}
1882 1863
1883/* find_key 1864/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1869 * pl is the player,
1889 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1892 */ 1873 */
1893 1874object *
1894object * find_key(object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1895{ 1876{
1896 object *tmp,*key; 1877 object *tmp, *key;
1897 1878
1898 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1880 if (!container->inv)
1881 return 0;
1900 1882
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1886 if (door->type == DOOR && tmp->type == KEY)
1887 break;
1904 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1906 */ 1890 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1892 break;
1909 } 1893 }
1894
1910 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1898 * a key, return
1914 */ 1899 */
1915 if (!tmp) { 1900 if (!tmp)
1901 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1917 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1905 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1907 if ((key = find_key (pl, tmp, door)))
1908 return key;
1920 } 1909 }
1921 } 1910 }
1911
1912 if (!tmp)
1922 if (!tmp) return NULL; 1913 return NULL;
1923 } 1914 }
1915
1924 /* 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,
1925 * see if we actually want to use it 1917 * see if we actually want to use it
1926 */ 1918 */
1927 if (pl!=container) { 1919 if (pl != container)
1920 {
1928 /* Only let players use keys in containers */ 1921 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1922 if (!pl->contr)
1923 return NULL;
1930 /* cases where this fails: 1924 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1925 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1926 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1927 * If the container is not active, return now since only active
1934 * containers can be used. 1928 * containers can be used.
1935 * If we only search keyrings and the container does not have 1929 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1930 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1931 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1932 * inv must have been an container and must have been active.
1939 * 1933 *
1940 * Change the color so that the message doesn't disappear with 1934 * Change the color so that the message doesn't disappear with
1941 * all the others. 1935 * all the others.
1942 */ 1936 */
1943 if (pl->contr->usekeys == key_inventory || 1937 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1938 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1940 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1943 return NULL;
1952 } 1944 }
1953 } 1945 }
1946
1954 return tmp; 1947 return tmp;
1955} 1948}
1956 1949
1957/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1952 * such that the caller should not do anything more,
1960 * 0 otherwise 1953 * 0 otherwise
1961 */ 1954 */
1955static int
1962static int player_attack_door(object *op, object *door) 1956player_attack_door (object *op, object *door)
1963{ 1957{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1968 */ 1961 */
1969 object *key=find_key(op, op, door); 1962 object *key = find_key (op, op, door);
1970 1963
1971 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1972 if (key) { 1965 if (key)
1966 {
1973 object *container=key->env; 1967 object *container = key->env;
1974 1968
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1969 if (action_makes_visible (op))
1970 make_visible (op);
1971
1977 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
1978 if (door->type == DOOR) { 1975 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1977 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1978 {
1983 "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);
1984 remove_door2(door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1981 }
1982
1986 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1989 if (container != op) 1986 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
1991 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 }
1992 } else if (door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1992 {
1993 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1994 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...");
1995 return 1; 1995 return 1;
1996 } 1996 }
1997
1997 return 0; 1998 return 0;
1998} 1999}
1999 2000
2000/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2005 */ 2006 */
2006 2007bool
2007void move_player_attack(object *op, int dir) 2008move_player_attack (object *op, int dir)
2008{ 2009{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2010 int on_battleground;
2012 mapstruct *m;
2013 2011
2014 nx=freearr_x[dir]+op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2016 2014
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2015 on_battleground = op_on_battleground (op, 0, 0);
2018 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
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2033 * move_ob uses.
2027 */ 2034 */
2028 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);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 2036
2040 mon = NULL;
2041 /* 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
2042 * 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.
2043 * 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
2044 * 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))
2045 */ 2060 {
2046 while (tmp!=NULL) { 2061 --op->contr->weapon_sp_left;
2047 if (tmp == op) { 2062 return true;
2048 tmp=tmp->above; 2063 }
2049 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);
2050 } 2122 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2123 else
2052 mon = tmp; 2124 op->statusmsg ("You withhold your attack");
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2125
2063 if(mon->head != NULL) 2126 if (op->contr->tmp_invis || op->hide)
2064 mon = mon->head; 2127 make_visible (op);
2065 2128
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2129 return true;
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 { 2130 }
2094 /* If we're braced, we don't want to switch places with it */ 2131 }
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2127 * 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.
2128 */ 2134 */
2129 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
2130 recursive_roll(mon,dir,op); 2141 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 2142 if (action_makes_visible (op))
2132 } 2143 make_visible (op);
2133 2144
2145 return true;
2146 }
2147 }
2134 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2135 * 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
2136 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2137 * 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
2138 * 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.
2139 */ 2153 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2156 {
2144 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 2158 {
2172 } /* if player should attack something */ 2159 --op->contr->weapon_sp_left;
2173}
2174 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
2175int move_player(object *op,int dir) { 2174move_player (object *op, int dir)
2175{
2176 int pick; 2176 int pick;
2177 2177
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 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;
2219} 2224}
2220 2225
2221/* 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
2222 * new client/server stuff. 2227 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2229 * the new speed values for commands.
2225 * 2230 *
2226 * 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.
2227 */ 2234 */
2235bool
2228int handle_newcs_player(object *op) 2236handle_newcs_player (object *op)
2229{ 2237{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 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;
2247 flee_player(op); 2243 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2244
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2245 return true;
2252 } 2246 }
2247 else
2248 return false;
2253 } 2249 }
2254 2250
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* 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
2268 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2253 * called, so we recheck it here.
2270 */ 2254 */
2271 HandleClient(&op->contr->socket, op->contr); 2255 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2256 return true;
2273 2257
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2259 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2260
2284 else return 0; 2261 return false;
2285 } 2262}
2263
2264int
2265save_life (object *op)
2266{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2268 return 0;
2287}
2288 2269
2289int save_life(object *op) { 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 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));
2291 2275
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy ();
2292 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 ();
2293 return 0; 2289 return 1;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2299 "Your %s vibrates violently, then evaporates.",
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 } 2290 }
2291
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2294 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2295 return 0;
2317} 2296}
2318 2297
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2301 * from.
2323 */ 2302 */
2303static void
2324void remove_unpaid_objects(object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2325{ 2305{
2326 object *next;
2327
2328 while (op) { 2306 while (op)
2307 {
2329 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' */
2330 * we remove object 'op' 2309
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2311 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2314
2315 op->insert_at (env);
2339 } 2316 }
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2317 else if (op->inv)
2318 drop_unpaid_items (op->inv, env);
2319
2341 op=next; 2320 op = next;
2342 } 2321 }
2343} 2322}
2344 2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2345 2330
2346/* 2331/*
2347 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2335 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2336 * but there isn't one in the server directory.
2352 */ 2337 */
2338char *
2353char *gravestone_text (object *op) 2339gravestone_text (object *op)
2354{ 2340{
2355 static char buf2[MAX_BUF]; 2341 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2342 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2343 time_t now = time (NULL);
2358 2344
2359 strcpy (buf2, " R.I.P.\n\n"); 2345 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2348 else
2363 sprintf (buf, "%s\n", &op->name); 2349 sprintf (buf, "%s\n", &op->name);
2350
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2352 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2367 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);
2368 else 2355 else
2369 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
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2359 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2360 if (op->type == PLAYER)
2361 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2364 strcat (buf2, buf);
2376 } 2365 }
2366
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2369 strcat (buf2, buf);
2370
2380 return buf2; 2371 return buf2;
2381} 2372}
2382 2373
2383 2374void
2384
2385void do_some_living(object *op) { 2375do_some_living (object *op)
2376{
2386 int last_food=op->stats.food; 2377 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2378 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2379 int over_hp, over_sp, over_grace;
2389 int i; 2380 int i;
2390 int rate_hp = 1200; 2381 int rate_hp = 1200;
2391 int rate_sp = 2500; 2382 int rate_sp = 2500;
2392 int rate_grace = 2000; 2383 int rate_grace = 2000;
2393 const int max_hp = 1; 2384 const int max_hp = 1;
2394 const int max_sp = 1; 2385 const int max_sp = 1;
2395 const int max_grace = 1; 2386 const int max_grace = 1;
2396 2387
2397 if (op->contr->outputs_sync) { 2388 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2389 {
2399 if (op->contr->outputs[i].buf!=NULL && 2390 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2391 /* the socket code flashes the player visible/invisible
2401 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--;
2402 } 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 }
2403 2406
2404 if(op->contr->state==ST_PLAYING) { 2407 if (op->contr->ns->state == ST_PLAYING)
2405 2408 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2411 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2413 else
2414 {
2411 gen_hp = op->stats.maxhp; 2415 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2417 }
2418
2414 if(op->contr->gen_sp >= 0 ) 2419 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2421 else
2422 {
2417 gen_sp = op->stats.maxsp; 2423 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2425 }
2426
2420 if(op->contr->gen_grace >= 0) 2427 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2429 else
2430 {
2423 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2433 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2434
2461 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2462 /* 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. */
2463 if(--op->last_grace<0) { 2437 if (--op->last_grace < 0)
2438 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2439 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2466 if(max_grace>1) { 2442 if (max_grace > 1)
2443 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2445 if (over_grace > 0)
2446 {
2469 op->stats.sp += over_grace 2447 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2448 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2449 op->last_grace = 0;
2450 }
2472 } else { 2451 else
2452 {
2473 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 }
2474 } 2455 }
2475 } else { 2456 else
2457 {
2476 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);
2477 } 2459 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2461 }
2462
2463 if (op->stats.food > 0)
2494 } 2464 {
2495 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 {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2497 if (over_hp > 0) { 2534 if (over_hp > 0)
2498 op->stats.sp += over_hp 2535 {
2499 + (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;
2500 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 }
2501 } else { 2542 else
2502 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);
2503 } 2544 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 } 2545 }
2507 }
2508 2546
2509 /* Digestion */ 2547 /* Digestion */
2510 if(--op->last_eat<0) { 2548 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2549 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2550 int bonus = max (0, op->contr->digestion),
2513 int bonus=dg>0?dg:0, 2551 penalty = max (0, -op->contr->digestion);
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2552
2520 if(op->contr->gen_hp > 0)
2521 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);
2522 else 2554
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2555 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2557 op->stats.food--;
2527 } 2558 }
2528 2559
2529 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 {
2530 object *tmp, *flesh=NULL; 2562 object *tmp, *flesh = 0;
2531 2563
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2565 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2567 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2535 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.");
2536 manual_apply(op,tmp,0); 2571 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2573 break;
2539 } 2574 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2575 else if (tmp->type == FLESH)
2576 flesh = tmp;
2541 } /* End if paid for object */ 2577 } /* End if paid for object */
2542 } /* end of for loop */ 2578 } /* end of for loop */
2579
2543 /* 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
2544 * eat flesh instead. 2581 * eat flesh instead.
2545 */ 2582 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 {
2547 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.");
2548 manual_apply(op,flesh,0); 2586 manual_apply (op, flesh, 0);
2587 }
2588 }
2589
2590 if (op->stats.food < 0)
2549 } 2591 {
2550 } /* end if player is starving */ 2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2551 2595
2552 while(op->stats.food<0&&op->stats.hp>0) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 op->stats.food++,op->stats.hp--;
2554
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2556 kill_player(op); 2597 kill_player (op);
2598 }
2557} 2599}
2558
2559
2560 2600
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2604 * file.
2565 */ 2605 */
2606void
2566void kill_player(object *op) 2607kill_player (object *op)
2567{ 2608{
2609 int x, y;
2568 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2569 int x,y,i;
2570 mapstruct *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2571 int z;
2572 int num_stats_lose;
2573 int lost_a_stat;
2574 int lose_this_stat;
2575 int this_stat;
2576 int will_kill_again; 2612 int will_kill_again;
2577 archetype *at; 2613 archetype *at;
2578 object *tmp; 2614 object *tmp;
2579 2615
2580 if(save_life(op)) 2616 if (save_life (op))
2581 return; 2617 return;
2582 2618
2583
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2622 */
2588 if (op_on_battleground(op, &x, &y)) { 2623 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2624 {
2590 "You have been defeated in combat!"); 2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 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...");
2592 "Local medics have saved your life..."); 2627
2593
2594 /* restore player */ 2628 /* restore player */
2595 at = find_archetype("poisoning"); 2629 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2631 {
2598 remove_ob(tmp); 2632 tmp->destroy ();
2599 free_object(tmp);
2600 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))
2601 } 2638 {
2602 2639 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2641 }
2610 2642
2611 cure_disease(op,0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2645 if (op->stats.food <= 0)
2614 2646 op->stats.food = 999;
2647
2615 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 {
2619 sprintf(buf,"%s's finger", &op->name);
2620 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level),
2624 op->contr->killer);
2625 tmp->msg=buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0;
2627 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 } 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);
2631 2660 }
2661
2632 /* teleport defeated player to new destination*/ 2662 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2664 op->contr->braced = 0;
2635 return; 2665 return;
2636 } 2666 }
2637 2667
2638 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2639 2669
2640 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2641 2671
2642 if(op->stats.food<0) { 2672 if (op->stats.food < 0)
2643 if (op->contr->explore) {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name);
2650 strcpy(op->contr->killer,"starvation"); 2673 strcpy (op->contr->killer, "starvation");
2651 }
2652 else {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name);
2660 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662 2674
2675 op->contr->play_sound (sound_find ("player_dies"));
2676
2663 /* save the map location for corpse, gravestone*/ 2677 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2678 x = op->x;
2679 y = op->y;
2680 map = op->map;
2665 2681
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2682 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2685 */
2672 2686
2673 /* Basically two ways to go - remove a stat permanently, or just 2687 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2688 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2689 * of death.
2676 */ 2690 */
2677#ifndef COZY_SERVER 2691#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2692 if (settings.balanced_stat_loss)
2693 {
2679 /* If stat loss is permanent, lose one stat only. */ 2694 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2696 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2697 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2698 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2699 little bit harder. */
2685 /* GD */ 2700 /* GD */
2686 if (settings.stat_loss_on_death) 2701 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2702 num_stats_lose = 1;
2692 } 2703 else
2704 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2705 }
2706 else
2707 num_stats_lose = 1;
2708
2693 lost_a_stat = 0; 2709 lost_a_stat = 0;
2694 2710
2695 for (z=0; z<num_stats_lose; z++) { 2711 for (z = 0; z < num_stats_lose; z++)
2712 {
2696 i = RANDOM() % NUM_STATS; 2713 i = RANDOM () % NUM_STATS;
2697 2714
2698 if (settings.stat_loss_on_death) { 2715 if (settings.stat_loss_on_death)
2716 {
2699 /* 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
2700 * what he lost. 2718 * what he lost.
2701 */ 2719 */
2702 change_attr_value(&(op->stats), i,-1); 2720 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2721 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2722 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2723 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2724 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2725 lost_a_stat = 1;
2708 } else { 2726 }
2727 else
2728 {
2709 /* deplete a stat */ 2729 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2730 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2731 object *dep;
2732
2733 dep = present_arch_in_ob (deparch, op);
2734 if (!dep)
2712 2735 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2736 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2737 insert_ob_in_ob (dep, op);
2717 } 2738 }
2718 lose_this_stat = 1; 2739 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2740 if (settings.balanced_stat_loss)
2741 {
2720 /* GD */ 2742 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2743 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2744 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2745 if (this_stat < 0)
2746 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2748 int keep_chance = this_stat * this_stat;
2749
2726 /* Yes, I am paranoid. Sue me. */ 2750 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2751 if (keep_chance < 1)
2728 keep_chance = 1; 2752 keep_chance = 1;
2729 2753
2730 /* There is a maximum depletion total per level. */ 2754 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2755 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2756 {
2732 lose_this_stat = 0; 2757 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2758 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2759 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2760 }
2744 } 2761 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2762 {
2754 if (this_stat>=-50) { 2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 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"); */
2760 } 2768 }
2761 } 2769 }
2762 } 2770 }
2763 } 2771
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2772 if (lose_this_stat)
2766 { 2773 {
2767 /* determine_god() seems to not work sometimes... why is this? 2774 this_stat = get_attr_value (&(dep->stats), i);
2768 Should I be using something else? GD */ 2775 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2776 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2777 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2778 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2779 * difference.
2773 " you.", god); 2780 */
2781 if (this_stat >= -50)
2774 else 2782 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2783 change_attr_value (&(dep->stats), i, -1);
2776 " 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 }
2777 } 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.");
2778#endif 2806#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2807
2782 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2809 * exp loss on the stone.
2784 */ 2810 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2812 sprintf (buf, "%s's gravestone", &op->name);
2813 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2814 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2815 tmp->name_pl = buf;
2789 "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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2817 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2818 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2820
2797 /**************************************/ 2821 /**************************************/
2798 /* */ 2822 /* */
2799 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
2802 /* */ 2826 /* */
2803 /**************************************/ 2827 /**************************************/
2804 2828
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2829 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2830 /* restore player */
2807 at = find_archetype("poisoning"); 2831 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2833
2810 remove_ob(tmp); 2834 if (tmp)
2811 free_object(tmp); 2835 {
2836 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2838 }
2814 2839
2815 at = find_archetype("confusion"); 2840 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2841 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2842 if (tmp)
2818 remove_ob(tmp); 2843 {
2819 free_object(tmp); 2844 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2846 }
2847
2822 cure_disease(op,0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2823 2849
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2851 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2852 if (op->stats.food < 100)
2853 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2857
2831 /* 2858 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2860 * and put them back in the map.
2834 * in the map. 2861 */
2835 */ 2862 op->drop_unpaid_items ();
2836 2863
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/ 2864 /****************************************/
2841 /* */ 2865 /* */
2842 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2844 /* */ 2868 /* */
2845 /****************************************/ 2869 /****************************************/
2846 2870
2847 enter_player_savebed(op); 2871 enter_player_savebed (op);
2848 2872
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2873 op->contr->braced = 0;
2853 save_player(op,1);
2854 2874
2855 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2878 * on the space that might harm the player.
2859 */ 2879 */
2860 will_kill_again=0; 2880 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
2864 } 2884
2865 if (will_kill_again) { 2885 if (will_kill_again)
2886 {
2866 object *force; 2887 object *force;
2867 int at; 2888 int at;
2868 2889
2869 force=get_archetype(FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2892 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2893 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2895 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2876 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);
2877 } 2933 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2934 else
2936 delete_character(op->name,1); 2935 tmp->destroy ();
2937 } 2936 }
2938 } 2937 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2938 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2939 }
2980} 2940}
2981 2941
2982/* 2942/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2945 * was changed.
2986 */ 2946 */
2987 2947void
2988void fix_weight(void) { 2948fix_weight (void)
2989 player *pl; 2949{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2950 for_all_players (pl)
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2951 {
2992 if(old == sum) 2952 sint32 old = pl->ob->carrying;
2993 continue; 2953
2994 fix_player(pl->ob); 2954 pl->ob->update_weight ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2955
2996 &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 }
2997 } 2961 }
2998} 2962}
2999 2963
2964void
3000void fix_luck(void) { 2965fix_luck (void)
3001 player *pl; 2966{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2967 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2969 pl->ob->change_luck (0);
3005} 2970}
3006
3007 2971
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3011 */ 2975 */
3012
3013void 2976void
3014cast_dust (object * op, object * throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3015{ 2978{
3016 object *skop, *spob; 2979 object *skop, *spob;
3017 2980
3018 skop = find_skill_by_name (op, throw_ob->skill); 2981 skop = find_skill_by_name (op, throw_ob->skill);
3019 2982
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2983 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2984 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 2985 {
3023 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);
3024 &op->name);
3025 return; 2987 return;
3026 } 2988 }
3027 2989
3028 spob = throw_ob->inv; 2990 spob = throw_ob->inv;
3029 2991
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 2994 // errors should be reported as early as possible IMHO)
3033 if (!spob) 2995 if (!spob)
3034 { 2996 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 2998 return;
3038 } 2999 }
3039 3000
3040 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3041 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);
3042 3003
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3005
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3007}
3049 3008
3009void
3050void make_visible (object *op) { 3010make_visible (object *op)
3011{
3051 op->hide = 0; 3012 op->hide = 0;
3052 op->invisible = 0; 3013 op->invisible = 0;
3014
3053 if(op->type==PLAYER) { 3015 if (op->type == PLAYER)
3016 {
3054 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3056 } 3019 }
3020
3057 update_object(op,UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3058} 3022}
3059 3023
3024int
3060int is_true_undead(object *op) { 3025is_true_undead (object *op)
3061 object *tmp=NULL; 3026{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3028 return 1;
3064 3029
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3030 return 0;
3070} 3031}
3071 3032
3072/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3035 * indicate greater hideability.
3075 */ 3036 */
3076 3037int
3077int hideability(object *ob) { 3038hideability (object *ob)
3039{
3078 int i,level=0, mflag; 3040 int i, level = 0, mflag;
3079 sint16 x,y; 3041 sint16 x, y;
3080 3042
3081 if(!ob||!ob->map) return 0; 3043 if (!ob || !ob->map)
3044 return 0;
3082 3045
3083 /* so, on normal lighted maps, its hard to hide */ 3046 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3047 level = ob->map->darkness - 2;
3085 3048
3086 /* this also picks up whether the object is glowing. 3049 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3052 if (has_carried_lights (ob))
3053 level = -(10 + (2 * ob->map->darkness));
3090 3054
3091 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3092 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3061 if (mflag & P_OUT_OF_MAP)
3062 continue;
3063
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3065 level += 2;
3097 else /* open terrain! */ 3066 else /* open terrain! */
3098 level -= 1; 3067 level -= 1;
3099 } 3068 }
3100 3069
3101#if 0 3070#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3071 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3072#endif
3104 return level; 3073 return level;
3105} 3074}
3106 3075
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3080 */
3112 3081void
3113void do_hidden_move (object *op) { 3082do_hidden_move (object *op)
3083{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3085 object *skop;
3116 3086
3117 if(!op || !op->map) return; 3087 if (!op || !op->map)
3088 return;
3118 3089
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3091
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3093 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3094 if (!skop || num >= skop->level)
3095 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3097 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3098 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 3113 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 3115}
3141 3116
3142/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3143 3118
3119int
3144int stand_near_hostile( object *who ) { 3120stand_near_hostile (object *who)
3121{
3145 object *tmp=NULL; 3122 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3124 maptile *m;
3148 sint16 x,y; 3125 sint16 x, y;
3149 3126
3150 if(!who) return 0; 3127 if (!who)
3128 return 0;
3151 3129
3152 if(who->type==PLAYER) player=1; 3130 if (who->type == PLAYER)
3131 player = 1;
3132
3133 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3135
3155 /* search adjacent squares */ 3136 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3137 for (i = 1; i < 9; i++)
3138 {
3157 x = who->x+freearr_x[i]; 3139 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3140 y = who->y + freearr_y[i];
3159 m = who->map; 3141 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3142 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3143 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3144 * blocked, don't need to check this space.
3163 */ 3145 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3146 if (mflags & P_OUT_OF_MAP)
3147 continue;
3165 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)))
3166 3149 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3150
3168 if((player||friendly) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 {
3169 &&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)
3170 return 1; 3159 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3160 }
3177 } 3161 }
3178 } 3162 }
3179 return 0; 3163 return 0;
3180} 3164}
3181 3165
3182/* check the player los field for viewability of the 3166/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3191 * 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.
3192 * -b.t. 3176 * -b.t.
3193 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3194 */ 3178 */
3195 3179int
3196int player_can_view (object *pl,object *op) { 3180player_can_view (object *pl, object *op)
3181{
3197 rv_vector rv; 3182 rv_vector rv;
3198 int dx,dy; 3183 int dx, dy;
3199 3184
3200 if(pl->type!=PLAYER) { 3185 if (pl->type != PLAYER)
3186 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3188 return -1;
3203 } 3189 }
3204 if (!pl || !op) return 0;
3205 3190
3206 if(op->head) { op = op->head; } 3191 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 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;
3230} 3222}
3231 3223
3232/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3226 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3227 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3228 * return 0.
3237 */ 3229 */
3230int
3238int action_makes_visible (object *op) { 3231action_makes_visible (object *op)
3239 3232{
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3236 return 0;
3243 3237
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3245 3240
3246 /* If monsters, they should become visible */ 3241 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3248 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");
3249 return 1; 3245 return 1;
3250 } 3246 }
3251 } 3247 }
3248
3252 return 0; 3249 return 0;
3253} 3250}
3254 3251
3255/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3255 * -exit-coord. (and if x, y not NULL)
3259 * 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
3260 * 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
3261 * 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
3262 */ 3259 */
3260int
3263int op_on_battleground (object *op, int *x, int *y) { 3261op_on_battleground (object *op, int *x, int *y)
3264 object *tmp; 3262{
3265
3266 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3267 * 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),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3275 strcmp(tmp->name, "battleground")==0 && 3274 && tmp->type == BATTLEGROUND
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3278 /* before we assign the exit, check if this is a teambattle */
3278 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))
3279 object *invtmp; 3280 {
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 {
3281 if(invtmp->type==FORCE && invtmp->slaying && 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3284 {
3283 if (x != NULL && y != NULL) 3285 if (x && y)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3285 return 1; 3288 return 1;
3289 }
3286 } 3290 }
3287 } 3291 }
3288 } 3292
3289 if (x != NULL && y != NULL) 3293 if (x && y)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3291 return 1; 3296 return 1;
3297 }
3292 } 3298 }
3293 }
3294 } 3299 }
3300
3295 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3296 return 0; 3302 return 0;
3297} 3303}
3298 3304
3299/* 3305/*
3303 * attributes: 3309 * attributes:
3304 * object *who the dragon player 3310 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3311 * int atnr the attack-number of the ability focus
3306 * int level ability level 3312 * int level ability level
3307 */ 3313 */
3314void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3315dragon_ability_gain (object *who, int atnr, int level)
3316{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3317 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3318 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3319 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3320 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3322 int i = 0, j = 0;
3315 3323
3316 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325 3333
3326 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))
3327 return; 3351 return;
3328 3352
3329 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);
3330 tr = tr->next, i++); 3354 do_learn_spell (who, item, 0);
3331 3355 return;
3332 if (tr == NULL || tr->item == NULL) { 3356 }
3333 /* 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))
3334 return; 3367 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3368 if (item->invisible)
3369 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3371 do_learn_spell (who, item->inv, 0);
3360 return; 3372 return;
3361 } 3373 }
3362 } 3374 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3375 else if (item->type == SKILL_TOOL && item->invisible)
3376 {
3364 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 {
3365 3379
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3380 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * 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
3368 * 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,
3369 * but not all of them, he gets nothing. 3383 * but not all of them, he gets nothing.
3370 */ 3384 */
3371 if (!(skop->attacktype & item->attacktype)) { 3385 if (!(skop->attacktype & item->attacktype))
3386 {
3372 /* Give new attacktype */ 3387 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3388 skop->attacktype |= item->attacktype;
3374 3389
3375 /* always add physical if there's none */ 3390 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3391 skop->attacktype |= AT_PHYSICAL;
3377 3392
3378 if (item->msg != NULL) 3393 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3394 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3395
3381 /* Give player new face */ 3396 /* Give player new face */
3382 if (item->animation_id) { 3397 if (item->animation_id)
3398 {
3383 who->face = skop->face; 3399 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3400 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3401 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3402 who->last_anim = 0;
3387 who->state = 0; 3403 who->state = 0;
3388 animate_object(who, who->direction); 3404 animate_object (who, who->direction);
3389 } 3405 }
3390 } 3406 }
3391 } 3407 }
3392 } 3408 }
3393 else if (item->type == FORCE) { 3409 else if (item->type == FORCE)
3410 {
3394 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3412 object *skin;
3413
3396 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3397 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)
3398 skin=skin->below); 3416 ;
3399 if (skin == NULL) return; 3417
3400 3418 if (!skin)
3419 return;
3420
3401 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3425
3405 /* print message */ 3426 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3427 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3428 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 {
3408 if(item->path_attuned & (1<<i)) { 3430 if (item->path_attuned & (1 << i))
3431 {
3409 if (j) 3432 if (j)
3410 strcat(buf," and "); 3433 strcat (buf, " and ");
3411 else 3434 else
3412 j = 1; 3435 j = 1;
3413 strcat(buf, spellpathnames[i]); 3436 strcat (buf, spellpathnames[i]);
3414 } 3437 }
3415 } 3438 }
3416 strcat(buf,"."); 3439 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3441 }
3419 3442
3420 /* evtl. adding flags: */ 3443 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3444 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3445 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3446 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3447 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3449 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3450
3428 /* print message if there is one */ 3451 /* print message if there is one */
3429 if (item->msg != NULL) 3452 if (item->msg != NULL)
3430 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
3431 } 3456 {
3432 else {
3433 /* generate misc. treasure */ 3457 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3458 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3460 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3461 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3462 esrv_send_item (who, tmp);
3439 } 3463 }
3440} 3464}
3441 3465
3442/** 3466/**
3443 * 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
3444 * not readied. 3468 * not readied.
3445 */ 3469 */
3470void
3446void player_unready_range_ob(player *pl, object *ob) { 3471player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3472{
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3448 3475
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3476 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3477 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3478
3452 if (pl->shoottype == i) { 3479 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3480 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines