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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 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 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 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);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
122 { 308 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 309 case SKILL:
124 break; 310 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 311 break;
167 } 312
168 strncat(news+size,buf,HUGE_BUF-size); 313 case WAND:
169 size+=strlen(buf); 314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
170 } 323 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 324
181int playername_ok(const char *cp) { 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 326 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 327}
190 328
191/* This no longer sets the player map. Also, it now updates 329void
192 * all the pointers so the caller doesn't need to do that. 330player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 331{
194 */ 332 observe = op ? op : ob;
333 do_los = 1;
334}
195 335
196/* Redo this to do both get_player_ob and get_player. 336player::player ()
197 * Hopefully this will be less bugfree and simpler. 337{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 339 * we deal with that below this point.
238 */ 340 */
239 p->party=NULL; 341 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 342 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 344
245#ifdef AUTOSAVE 345 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 346
247#endif 347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
248 367 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 368 ob->destroy_inv (false);
369 ob->destroy ();
250 370 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 371
260 roll_stats(op); 372 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 373}
302 374
303 375player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 376{
307 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
308 op->x = -1; 378 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 379}
312 380
313/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
315 * mode. 383 * mode.
316 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
317 389
318int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 391
321 p=get_player(NULL); 392 pl->ob->roll_stats ();
322 p->socket = *ns; 393 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 395
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 396 set_first_map (pl->ob);
333 397
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 398 return pl;
341} 399}
342 400
343/* 401/*
344 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
347 */ 405 */
406archetype *
348archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
349{ 408{
350 archetype *start = at; 409 // archetypes could have been reloaded
351 for (;;) { 410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 411
353 at=first_archetype; 412 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 413 return at;
358 if (at == start) { 414
359 LOG (llevError, "No Player archetypes\n"); 415 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 416
361 } 417 for (;;)
362 } 418 {
363} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
364 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
365 428
429object *
366object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
367 object *op = NULL; 432 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 433 objectlink *ol;
370 unsigned lastdist; 434 unsigned lastdist;
371 rv_vector rv; 435 rv_vector rv;
372 436
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 438 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 440 continue;
400 441
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
410 op=pl->ob; 443 {
444 op = ol->ob;
411 lastdist=rv.distance; 445 lastdist = rv.distance;
446 }
412 } 447 }
413 } 448
414 } 449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
415#if 0 457#if 0
416 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)");
417#endif 459#endif
418 return op; 460 return op;
419} 461}
420 462
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 481 * is probably not a good thing.
440 */ 482 */
441#define MAX_SPACES 50 483#define MAX_SPACES 50
442
443 484
444/* 485/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 501 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 502 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 503 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 504 * is blocking itself.
464 */ 505 */
506int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
466 rv_vector rv; 509 rv_vector rv;
467 sint16 x,y; 510 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
470 513
471 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
472 515
473 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 517 return 0;
726}
727 518
728void confirm_password(object *op) { 519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 525
730 op->contr->write_buf[0]='\0'; 526 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 527 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 528 return 0;
733}
734 529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640}
641
642void
643give_initial_items (object *pl, treasurelist *items)
644{
645 if (pl->randomitems)
646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647
648 for (object *next, *op = pl->inv; op; op = next)
649 {
650 next = op->below;
651
652 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way
654 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656 SET_FLAG (op, FLAG_APPLIED);
657
658 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions
660 */
661 if (pl->type == PLAYER)
662 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
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)
683 {
684 object *tmp;
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
701 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703
704 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be
706 * merged properly.
707 */
708 if (need_identify (op))
709 {
710 SET_FLAG (op, FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */
729
730 /* Need to set up the skill pointers */
731 link_player_skills (pl);
732}
733
734void
735void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
736 if (party == NULL) { 737 if (party == NULL)
738 {
737 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);
738 return; 740 return;
739 } 741 }
742
740 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
743 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:");
744} 747}
745
746 748
747/* 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
748int roll_stat(void) { 751roll_stat (void)
752{
749 int a[4],i,j,k; 753 int a[4], i, j, k;
750 754
751 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
753 757
754 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 759 if (a[i] < k)
756 k=a[i],j=i; 760 k = a[i], j = i;
757 761
758 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 763 if (i != j)
760 k+=a[i]; 764 k += a[i];
761 } 765
762 return k; 766 return k;
763} 767}
764 768
765void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
766 int sum=0; 776 int sum = 0;
767 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
769 779
770 do { 780 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 781 break;
772 op->stats.Dex=roll_stat(); 782 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 783
783 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 786
792 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 789
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 790 stats.exp = 0;
823 op->stats.ac=0; 791 stats.ac = 0;
824 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
825 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
828 802
829 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
830 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
834} 835}
835 836
836void Roll_Again(object *op) 837static void
838start_info (object *op)
837{ 839{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
846 841
847 if ( op->contr->Swap_First == -1 ) { 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 844}
955 845
956/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
960 * not the class. 850 * not the class.
961 */ 851 */
962 852void
963int key_change_class(object *op, char key) 853player::chargen_race_done ()
964{ 854{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 857
979 /* Lauwenmark : Here we handle the BORN global event */ 858 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
981 861
982 /* Lauwenmark : We then generate a LOGIN event */ 862 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 863 INVOKE_PLAYER (LOGIN, ob->contr);
864
984 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
985 866
986 if (op->msg) { 867 if (ob->msg)
987 free_string(op->msg); 868 ob->msg = 0;
988 op->msg=NULL;
989 }
990 869
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 870 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 872 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op); 873 link_player_skills (ob);
1004 esrv_send_inventory(op, op); 874 esrv_send_inventory (ob, ob);
1005 fix_player(op); 875 ob->update_stats ();
1006 876
1007 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
1008 * is one for this race 878 * is one for this race
1009 */ 879 */
1010 if(*first_map_ext_path) { 880 if (*first_map_ext_path)
1011 object *tmp; 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 882 else
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 884}
1027 return 0;
1028 }
1029 885
886void
887player::chargen_race_next ()
888{
1030 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
1032 */ 891 */
1033 892
1034 tmp_loop = 0; 893 do
1035 while(!tmp_loop) { 894 {
1036 const char *name = add_string (op->name); 895 shstr name = ob->name;
1037 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 897
1039 remove_ob (op); 898 ob->remove_statbonus ();
899 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 900 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 901 ob->arch->copy_to (ob);
902 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 904 ob->name = ob->name_pl = name;
1044 op->name = name; 905 ob->x = x;
1045 free_string(op->name_pl); 906 ob->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 909 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 910 ob->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 911 }
912 while (!allowed_class (ob));
913
1058 update_object(op,UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 915 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 916 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 919 ob->stats.grace = 0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068} 920}
1069 921
1070int key_confirm_quit(object *op, char key) 922void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 923flee_player (object *op)
924{
1115 int dir,diff; 925 int dir, diff;
1116 rv_vector rv; 926 rv_vector rv;
1117 927
1118 if(op->stats.hp < 0) { 928 if (op->stats.hp < 0)
929 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 930 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 931 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 932 return;
1122 } 933 }
1123 934
1124 if(op->enemy==NULL) { 935 if (op->enemy == NULL)
936 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 937 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 938 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 939 return;
1128 } 940 }
1129 941
1130 /* Seen some crashes here. Since we don't store an 942 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 943 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 944 * actual enemy, and the object is recycled.
1133 */ 945 */
1134 if (op->enemy->map == NULL) { 946 if (op->enemy->map == NULL)
947 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 948 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 949 op->enemy = NULL;
1137 return; 950 return;
1138 } 951 }
1139 952
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 {
1141 op->enemy=NULL; 955 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 957 return;
1144 } 958 }
959
1145 get_rangevector(op, op->enemy, &rv, 0); 960 get_rangevector (op, op->enemy, &rv, 0);
1146 961
1147 dir=absdir(4+rv.direction); 962 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 963 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 964 {
965 int m = 1 - (RANDOM () & 2);
966
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
968 return;
969 }
970
1155 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 973 op->enemy = NULL;
1158} 974}
1159
1160 975
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 976/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 977 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 978 * stop.
1164 */ 979 */
980int
1165int check_pick(object *op) { 981check_pick (object *op)
982{
1166 object *tmp, *next; 983 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 984 int stop = 0;
1169 int j, k, wvratio; 985 int wvratio;
1170 char putstring[128], tmpstr[16]; 986 char putstring[128];
1171
1172 987
1173 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1175 return 1; 990 return 1;
1176 991
1177 op_tag = op->count;
1178
1179 next = op->below; 992 next = op->below;
1180 if (next) 993
1181 next_tag = next->count; 994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 996
1183 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 998 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 999 while (next && !next->destroyed ())
1186 { 1000 {
1187 tmp = next; 1001 tmp = next;
1188 next = tmp->below; 1002 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1003
1192 if (was_destroyed (op, op_tag)) 1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1010 if (op->destroyed ())
1193 return 0; 1011 return 0;
1194 1012
1195 if ( ! can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1196 continue; 1014 continue;
1197 1015
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1017 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1202 continue; 1020 continue;
1203 } 1021 }
1204 1022
1205 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1024 if (!(op->contr->mode & PU_NEWMODE))
1025 {
1207 switch (op->contr->mode) { 1026 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1027 {
1209 case 1: pick_up (op, tmp); 1028 case 0:
1210 return 1; 1029 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1030 case 1:
1212 return 0; 1031 CHK_PICK_PICKUP;
1213 case 3: return 0; /* stop before pickup */ 1032 return 1;
1214 case 4: pick_up (op, tmp); 1033 case 2:
1215 break; 1034 CHK_PICK_PICKUP;
1216 case 5: pick_up (op, tmp); 1035 return 0;
1217 stop = 1; 1036 case 3:
1218 break; 1037 return 0; /* stop before pickup */
1219 case 6: 1038 case 4:
1039 CHK_PICK_PICKUP;
1040 break;
1041 case 5:
1042 CHK_PICK_PICKUP;
1043 stop = 1;
1044 break;
1045 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp); 1048 CHK_PICK_PICKUP;
1223 break; 1049 break;
1224 1050
1225 case 7: 1051 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1053 CHK_PICK_PICKUP;
1228 break; 1054 break;
1229 1055
1230 default: 1056 default:
1231 /* use value density */ 1057 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1060 CHK_PICK_PICKUP;
1235 >= op->contr->mode) 1061 }
1236 pick_up(op,tmp); 1062 }
1237 } 1063 else
1238 } 1064 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1066 if (op->contr->mode & PU_DEBUG)
1242 { 1067 {
1243 /* some debugging code to figure out item information */ 1068 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1069 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1072 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1075
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 }
1253 1078
1254 sprintf(putstring,"...flags: "); 1079 /* philosophy:
1255 for(k=0;k<4;k++) 1080 * It's easy to grab an item type from a pile, as long as it's
1256 { 1081 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1082 * and selections, select-items should be used. This is a
1258 { 1083 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1084 * example.
1260 { 1085 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1086 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1087 * convert to decimal and then 'pickup <#>
1263 } 1088 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1089
1090 /* the first two modes are exclusive: if NOTHING we return, if
1091 * STOP then we stop. All the rest are applied sequentially,
1092 * meaning if any test passes, the item gets picked up. */
1093
1094 /* if mode is set to pick nothing up, return */
1095
1096 if (op->contr->mode & PU_NOTHING)
1097 return 1;
1098
1099 /* if mode is set to stop when encountering objects, return */
1100 /* take STOP before INHIBIT since it doesn't actually pick
1101 * anything up */
1102
1103 if (op->contr->mode & PU_STOP)
1104 return 0;
1105
1106 /* useful for going into stores and not losing your settings... */
1107 /* and for battles wher you don't want to get loaded down while
1108 * fighting */
1109 if (op->contr->mode & PU_INHIBIT)
1110 return 1;
1111
1112 /* prevent us from turning into auto-thieves :) */
1113 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114 continue;
1115
1116 /* ignore known cursed objects */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1118 continue;
1119
1120 /* all food and drink if desired */
1121 /* question: don't pick up known-poisonous stuff? */
1122 if (op->contr->mode & PU_FOOD)
1123 if (tmp->type == FOOD)
1124 {
1125 CHK_PICK_PICKUP;
1126 continue;
1127 }
1128
1129 if (op->contr->mode & PU_DRINK)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1131 {
1132 CHK_PICK_PICKUP;
1133 continue;
1134 }
1135
1136 if (op->contr->mode & PU_POTION)
1137 if (tmp->type == POTION)
1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* spellbooks, skillscrolls and normal books/scrolls */
1144 if (op->contr->mode & PU_SPELLBOOK)
1145 if (tmp->type == SPELLBOOK)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_SKILLSCROLL)
1152 if (tmp->type == SKILLSCROLL)
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_READABLES)
1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* wands/staves/rods/horns */
1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 /* pick up all magical items */
1174 if (op->contr->mode & PU_MAGICAL)
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_VALUABLES)
1182 {
1183 if (tmp->type == MONEY || tmp->type == GEM)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188 }
1189
1190 /* rings & amulets - talismans seems to be typed AMULET */
1191 if (op->contr->mode & PU_JEWELS)
1192 if (tmp->type == RING || tmp->type == AMULET)
1193 {
1194 CHK_PICK_PICKUP;
1195 continue;
1196 }
1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1203 continue;
1204 }
1205
1206 /* bows and arrows. Bows are good for selling! */
1207 if (op->contr->mode & PU_BOW)
1208 if (tmp->type == BOW)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_ARROW)
1215 if (tmp->type == ARROW)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* all kinds of armor etc. */
1222 if (op->contr->mode & PU_ARMOUR)
1223 if (tmp->type == ARMOUR)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_HELMET)
1230 if (tmp->type == HELMET)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_SHIELD)
1237 if (tmp->type == SHIELD)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_BOOTS)
1244 if (tmp->type == BOOTS)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_GLOVES)
1251 if (tmp->type == GLOVES)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_CLOAK)
1258 if (tmp->type == CLOAK)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 /* hoping to catch throwing daggers here */
1265 if (op->contr->mode & PU_MISSILEWEAPON)
1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 /* careful: chairs and tables are weapons! */
1273 if (op->contr->mode & PU_ALLWEAPON)
1274 {
1275 if (tmp->type == WEAPON && tmp->name != NULL)
1276 {
1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284
1285 if (tmp->type == WEAPON && tmp->name == NULL)
1286 {
1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 CHK_PICK_PICKUP;
1290 continue;
1291 }
1292 }
1293 }
1294
1295 /* misc stuff that's useful */
1296 if (op->contr->mode & PU_KEY)
1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302
1303 /* any of the last 4 bits set means we use the ratio for value
1304 * pickups */
1305 if (op->contr->mode & PU_RATIO)
1306 {
1307 /* use value density to decide what else to grab */
1308 /* >=7 was >= op->contr->mode */
1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313 {
1314 CHK_PICK_PICKUP;
1268#if 0 1315#if 0
1269 /* print the flags too */ 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1317 if (tmp->name != NULL)
1271 { 1318 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1319 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1320 }
1274 { 1321 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1276 if(!((j+1)%4))fprintf(stderr," "); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1325#endif
1326 continue;
1327 }
1328 }
1329 } /* the new pickup model */
1281 } 1330 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1331
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1332 return !stop;
1445} 1333}
1446 1334
1447/* 1335/*
1448 * Find an arrow in the inventory and after that 1336 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1337 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1338 * found object is returned.
1451 */ 1339 */
1340object *
1452object *find_arrow(object *op, const char *type) 1341find_arrow (object *op, const char *type)
1453{ 1342{
1454 object *tmp = NULL; 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1455 1346
1456 for(op=op->inv; op; op=op->below) 1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1349 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1350 {
1460 else if (op->type==ARROW && op->race==type) 1351 splay (tmp);
1352 return arrow;
1353 }
1354
1461 return op; 1355 return 0;
1462 return tmp;
1463} 1356}
1464 1357
1465/* 1358/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1361 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1362 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1363 */
1471 1364object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1366{
1474 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1476 1369
1477 if (!type) 1370 if (!type)
1478 return NULL; 1371 return NULL;
1479 1372
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1373 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1374 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1376 {
1377 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1378 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1379 if (i > betterby)
1486 tmp = ntmp; 1380 {
1487 betterby = i; 1381 tmp = ntmp;
1488 } 1382 betterby = i;
1383 }
1384 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1385 else if (arrow->type == ARROW && arrow->race == type)
1386 {
1490 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1389 {
1493 if (arrow->attacktype & AT_DEATH) { 1390 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1391 {
1495 return arrow; 1392 *better = 100;
1496 } else { 1393 return arrow;
1497 tmp = arrow; 1394 }
1395 else
1396 {
1397 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1398 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1399 }
1500 } else { 1400 }
1401 else
1402 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1404 {
1502 attacktype = 1<<attacknum; 1405 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1408 {
1409 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1411 }
1508 } 1412 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1414 {
1415 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1416 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1417 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1419 {
1420 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1422 }
1423 }
1424 }
1517 } 1425 }
1518 } 1426
1519 }
1520 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1428 return find_arrow (op, type);
1522 1429
1523 *better = betterby; 1430 *better = betterby;
1524 return tmp; 1431 return tmp;
1525} 1432}
1526 1433
1527/* looks in a given direction, finds the first valid target, and calls 1434/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1436 * op = the shooter
1530 * type = bow->race 1437 * type = bow->race
1531 * dir = fire direction 1438 * dir = fire direction
1532 */ 1439 */
1533 1440object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1535{ 1442{
1536 object *tmp = NULL; 1443 object *tmp = NULL;
1537 mapstruct *m; 1444 maptile *m;
1538 int i, mflags, found, number; 1445 int i, mflags, found, number;
1539 sint16 x, y; 1446 sint16 x, y;
1540 1447
1541 if (op->map == NULL) 1448 if (op->map == NULL)
1542 return find_arrow(op, type); 1449 return find_arrow (op, type);
1543 1450
1544 /* do a dex check */ 1451 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1452 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1453 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1454 return find_arrow (op, type);
1548 1455
1549 m = op->map; 1456 m = op->map;
1550 x = op->x; 1457 x = op->x;
1551 y = op->y; 1458 y = op->y;
1552 1459
1553 /* find the first target */ 1460 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1461 for (i = 0, found = 0; i < 20; i++)
1462 {
1555 x += freearr_x[dir]; 1463 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1464 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1465 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 {
1559 tmp = NULL; 1468 tmp = NULL;
1560 break; 1469 break;
1470 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1474 * perhaps a bad assumption.
1564 */ 1475 */
1565 tmp = NULL; 1476 tmp = NULL;
1566 break; 1477 break;
1567 } 1478 }
1568 if (mflags & P_IS_ALIVE) { 1479 if (mflags & P_IS_ALIVE)
1480 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1482 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1483 {
1572 break; 1484 found++;
1573 } 1485 break;
1486 }
1574 if (found) 1487 if (found)
1575 break; 1488 break;
1576 } 1489 }
1577 } 1490 }
1578 if (tmp == NULL) 1491 if (tmp == NULL)
1579 return find_arrow(op, type); 1492 return find_arrow (op, type);
1580 1493
1581 if (tmp->head) 1494 if (tmp->head)
1582 tmp = tmp->head; 1495 tmp = tmp->head;
1583 1496
1584 return find_better_arrow(op, tmp, type, &i); 1497 return find_better_arrow (op, tmp, type, &i);
1585} 1498}
1586 1499
1587/* 1500/*
1588 * Creature fires a bow - op can be monster or player. Returns 1501 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1502 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1505 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1506 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1507 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1508 * player fire modes.
1596 */ 1509 */
1510int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1512{
1600 object *left, *bow; 1513 object *left, *bow;
1601 tag_t left_tag, tag; 1514 int mflags;
1602 int bowspeed, mflags; 1515 maptile *m;
1603 mapstruct *m;
1604 1516
1605 if (!dir) { 1517 if (!dir)
1518 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1520 return 0;
1521 }
1522
1523 if (op->contr)
1524 bow = op->current_weapon;
1525 else
1608 } 1526 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1615 */ 1530 */
1616 if(bow->type==BOW) 1531 if (bow->type == BOW)
1617 break; 1532 break;
1618 1533
1619 if (!bow) { 1534 if (!bow)
1535 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1537 return 0;
1622 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1623 } 1547 }
1548
1624 if( !bow->race || !bow->skill) { 1549 if (!bow->race || !bow->skill)
1550 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1552 return 0;
1627 } 1553 }
1628 1554
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1555 if (arrow == NULL)
1556 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1558 {
1639 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1562 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1645 return 0; 1565 return 0;
1646 } 1566 }
1647 } 1567 }
1568
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1570 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1571 return 0;
1651 } 1572
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1573 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1574 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1576 return 0;
1655 } 1577 }
1656 1578
1657 /* this should not happen, but sometimes does */ 1579 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1580 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1581 {
1582 arrow->destroy ();
1583 return 0;
1584 }
1663 1585
1664 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1587 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1588 if (!arrow)
1667 if (arrow == NULL) { 1589 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1591 return 0;
1670 return 0;
1671 } 1592 }
1672 set_owner(arrow, op); 1593
1673 if (arrow->skill) free_string(arrow->skill); 1594 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1595 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1596 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1597
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1599 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1600 arrow->stats.grace = arrow->attacktype;
1601
1689 if (arrow->slaying != NULL) 1602 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1603 arrow->spellarg = strdup (arrow->slaying);
1691 1604
1692 /* Note that this was different for monsters - they got their level 1605#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1606 if (player *pl = op->contr)
1694 */
1695 1607 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1608 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1700 /* update the speed */ 1622 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1624 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1625
1706 if (arrow->speed < 1.0) 1626 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1627 arrow->speed_left = 0;
1710 1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630
1711 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1632 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1634 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1640 }
1641 else
1642 {
1722 arrow->level = op->level; 1643 arrow->level = op->level;
1723 } 1644 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1645
1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1725 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1650 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1651
1729 arrow->map = m; 1652 wc -= arrow->level;
1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1658
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1660 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1661
1737 if (!was_destroyed(arrow, tag)) 1662 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1663 move_arrow (arrow);
1739 1664
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1; 1665 return 1;
1747} 1666}
1748 1667
1749/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1669 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1670 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1671 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1672 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1673 * hence the function name.
1755 */ 1674 */
1675int
1756int player_fire_bow(object *op, int dir) 1676player_fire_bow (object *op, int dir)
1757{ 1677{
1758 int ret=0, wcmod=0; 1678 int ret = 0, wcmod = 0;
1759 1679
1760 if (op->contr->bowtype == bow_bestarrow) { 1680 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1681 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1683 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1687 wcmod = -1;
1688
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1690 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1691 else if (op->contr->bowtype == bow_threewide)
1692 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1694 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1697 else if (op->contr->bowtype == bow_spreadshot)
1698 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1702 }
1778 } else { 1703 else
1704 {
1779 /* Simple case */ 1705 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1706 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1707 }
1708
1782 return ret; 1709 return ret;
1783} 1710}
1784
1785 1711
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1788 */ 1714 */
1715void
1789void fire_misc_object(object *op, int dir) 1716fire_misc_object (object *op, int dir)
1790{ 1717{
1791 object *item; 1718 object *item = op->contr->ranged_ob;
1792 1719
1793 if (!op->contr->ranges[range_misc]) { 1720 if (!item)
1721 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1723 return;
1796 } 1724 }
1797 1725
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1726 if (!item->inv)
1727 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1729 return;
1802 } 1730 }
1803 if (item->type == WAND) { 1731
1804 if(item->stats.food<=0) { 1732 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1733 return;
1808 } 1734
1735 if (item->type == WAND)
1736 {
1737 if (item->stats.food <= 0)
1738 {
1739 op->contr->play_sound (sound_find ("wand_poof"));
1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
1742 return;
1743 }
1744 }
1809 } else if (item->type == ROD || item->type==HORN) { 1745 else if (item->type == ROD || item->type == HORN)
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1746 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1752 {
1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1812 if (item->type== ROD) 1755 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1757 else
1815 else 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1759
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1760 return;
1819 } 1761 }
1820 } 1762 }
1821 1763
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1765 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1767 if (item->type == WAND)
1768 {
1825 if (!(--item->stats.food)) { 1769 if (!(--item->stats.food))
1826 object *tmp; 1770 {
1827 if (item->arch) { 1771 object *tmp;
1772
1773 if (item->arch)
1774 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1830 item->speed = 0; 1777 item->set_speed (0);
1831 update_ob_speed(item); 1778 }
1832 } 1779
1833 if ((tmp=is_player_inv(item))) 1780 if (object *pl = item->visible_to ())
1834 esrv_update_item(UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1835 } 1782 }
1836 } 1783 }
1837 else if (item->type == ROD || item->type==HORN) { 1784 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1785 drain_rod_charge (item);
1839 }
1840 } 1786 }
1841} 1787}
1842 1788
1843/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1844 */ 1790 */
1791bool
1845void fire(object *op,int dir) { 1792fire (object *op, int dir)
1793{
1846 int spellcost=0; 1794 int spellcost = 0;
1847 1795
1848 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1797 if (action_makes_visible (op))
1798 make_visible (op);
1850 1799
1851 switch(op->contr->shoottype) { 1800 player *pl = op->contr;
1852 case range_none:
1853 return;
1854 1801
1855 case range_bow: 1802 if (pl->golem)
1856 player_fire_bow(op, dir); 1803 {
1857 return; 1804 control_golem (op->contr->golem, dir);
1858 1805 return false;
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 } 1806 }
1874 else 1807
1875 control_golem(op->contr->ranges[range_golem], dir); 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1876 return; 1811 return false;
1877 1812
1878 case range_skill: 1813 if (!op->change_weapon (ob))
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return; 1814 return false;
1886 case range_builder: 1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
1824 player_fire_bow (op, dir);
1825 break;
1826
1827 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1829 break;
1830
1831 case BUILDER:
1887 apply_map_builder( op, dir ); 1832 apply_map_builder (op, dir);
1888 return; 1833 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1895 1838
1839 default:
1840 fire_misc_object (op, dir);
1841 break;
1842 }
1843
1844 return true;
1845}
1896 1846
1897/* find_key 1847/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1852 * pl is the player,
1903 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1906 */ 1856 */
1907 1857object *
1908object * find_key(object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1909{ 1859{
1910 object *tmp,*key; 1860 object *tmp, *key;
1911 1861
1912 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1863 if (!container->inv)
1864 return 0;
1914 1865
1915 /* First, lets try to find a key in the top level inventory */ 1866 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1869 if (door->type == DOOR && tmp->type == KEY)
1870 break;
1918 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1920 */ 1873 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1875 break;
1923 } 1876 }
1877
1924 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1879 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1880 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1881 * a key, return
1928 */ 1882 */
1929 if (!tmp) { 1883 if (!tmp)
1884 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1931 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1888 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1889 {
1890 if ((key = find_key (pl, tmp, door)))
1891 return key;
1892 }
1893 }
1894
1895 if (!tmp)
1896 return NULL;
1934 } 1897 }
1935 } 1898
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1899 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1900 * see if we actually want to use it
1940 */ 1901 */
1941 if (pl!=container) { 1902 if (pl != container)
1903 {
1942 /* Only let players use keys in containers */ 1904 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1905 if (!pl->contr)
1906 return NULL;
1944 /* cases where this fails: 1907 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1908 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1909 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1910 * If the container is not active, return now since only active
1948 * containers can be used. 1911 * containers can be used.
1949 * If we only search keyrings and the container does not have 1912 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1913 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1914 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1915 * inv must have been an container and must have been active.
1953 * 1916 *
1954 * Change the color so that the message doesn't disappear with 1917 * Change the color so that the message doesn't disappear with
1955 * all the others. 1918 * all the others.
1956 */ 1919 */
1957 if (pl->contr->usekeys == key_inventory || 1920 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1921 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1923 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1926 return NULL;
1966 } 1927 }
1967 } 1928 }
1929
1968 return tmp; 1930 return tmp;
1969} 1931}
1970 1932
1971/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1935 * such that the caller should not do anything more,
1974 * 0 otherwise 1936 * 0 otherwise
1975 */ 1937 */
1938static int
1976static int player_attack_door(object *op, object *door) 1939player_attack_door (object *op, object *door)
1977{ 1940{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1982 */ 1944 */
1983 object *key=find_key(op, op, door); 1945 object *key = find_key (op, op, door);
1984 1946
1985 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1986 if (key) { 1948 if (key)
1949 {
1987 object *container=key->env; 1950 object *container = key->env;
1988 1951
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1952 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1953 make_visible (op);
1954
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1956 spring_trap (door->inv, op);
1957
1992 if (door->type == DOOR) { 1958 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1960 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1961 {
1997 "You open the door with the %s", query_short_name(key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2(door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1964 }
1965
2000 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1968
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1970 }
2006 } else if (door->type==LOCKED_DOOR) { 1971 else if (door->type == LOCKED_DOOR)
1972 {
2007 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1975 return 1;
2010 } 1976 }
1977
2011 return 0; 1978 return 0;
2012} 1979}
2013 1980
2014/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2019 */ 1986 */
2020 1987bool
2021void move_player_attack(object *op, int dir) 1988move_player_attack (object *op, int dir)
2022{ 1989{
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground; 1990 int on_battleground;
2026 mapstruct *m;
2027 1991
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2032 1994
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1995 on_battleground = op_on_battleground (op, 0, 0);
2034 1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2005
2035 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2013 * move_ob uses.
2043 */ 2014 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2015 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 2016
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2020 * on the space
2061 */ 2021 */
2062 while (tmp!=NULL) { 2022 object *mon;
2063 if (tmp == op) { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 2024 {
2065 continue; 2025 if ((mon->flag [FLAG_ALIVE]
2026 || mon->type == LOCKED_DOOR
2027 || mon->flag [FLAG_CAN_ROLL])
2028 && mon != op)
2029 break;
2066 } 2030 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2031
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2033 return false; /* into a wall */
2078 2034
2079 if(mon->head != NULL)
2080 mon = mon->head; 2035 mon = mon->head_ ();
2081 2036
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2042 return true;
2043 }
2084 2044
2085 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2050 * and thus will not push them.
2091 */ 2051 */
2092 2052
2093 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2096 */ 2056 */
2097 if ((op->type==PLAYER) 2057 if (op->type == PLAYER
2098#if COZY_SERVER 2058 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2060 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2062 {
2110 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2064 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2065 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 2066
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op);
2073
2074 if (op->contr->tmp_invis || op->hide)
2075 make_visible (op);
2076
2077 return true;
2078 }
2079 else
2080 return false;
2081 }
2082
2118 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2086 * attack them either.
2122 */ 2087 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 2090 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2095 {
2096 --op->speed_left;
2097
2098 if (!op->contr->braced)
2132 )) { 2099 {
2133 if (!op->contr->braced) { 2100 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2101 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 2102 }
2136 } else { 2103 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2105
2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2109 return true;
2110 }
2138 } 2111 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2114 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2118 {
2119 --op->speed_left;
2120
2146 recursive_roll(mon,dir,op); 2121 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2122 if (action_makes_visible (op))
2148 } 2123 make_visible (op);
2149 2124
2125 return true;
2126 }
2127 }
2150 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2133 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2136 {
2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2138 {
2139 --op->contr->weapon_sp_left;
2160 2140
2161 /* If the player hasn't hit something this tick, and does 2141 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2142
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2143 if (action_makes_visible (op))
2144 make_visible (op);
2145
2146 return true;
2147 }
2170 } 2148 }
2171 2149
2172 skill_attack(mon, op, 0, NULL, NULL); 2150 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2151}
2190 2152
2153bool
2191int move_player(object *op,int dir) { 2154move_player (object *op, int dir)
2155{
2192 int pick; 2156 int pick;
2193 object *transport = op->contr->transport;
2194 2157
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2159 return 0;
2160
2161 /* Sanity check: make sure dir is valid */
2162 if ((dir < 0) || (dir >= 9))
2163 {
2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2165 return 0;
2166 }
2167
2168 /* peterm: added following line */
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171
2172 op->facing = dir;
2173
2174 if (op->hide)
2175 do_hidden_move (op);
2176
2177 bool retval;
2178
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 retval = RESULT_INT (0);
2181 else if (op->contr->fire_on)
2182 retval = fire (op, dir);
2183 else
2184 {
2185 retval = move_player_attack (op, dir);
2186 pick = check_pick (op);
2187 }
2188
2189 /* Add special check for newcs players and fire on - this way, the
2190 * server can handle repeat firing.
2191 */
2192 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2193 op->direction = dir;
2194 else
2195 op->direction = 0;
2196
2197 /* Update how the player looks. Use the facing, so direction may
2198 * get reset to zero. This allows for full animation capabilities
2199 * for players.
2200 */
2201 animate_object (op, op->facing);
2202
2203 return retval;
2257} 2204}
2258 2205
2259/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2207 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2209 * the new speed values for commands.
2263 * 2210 *
2264 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2265 */ 2214 */
2215bool
2266int handle_newcs_player(object *op) 2216handle_newcs_player (object *op)
2267{ 2217{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2219 {
2220 if (op->speed_left > 0.f)
2221 {
2222 --op->speed_left;
2223 flee_player (op);
2292 2224
2293 /* I've been seeing crashes where the golem has been destroyed, but 2225 return true;
2294 * the player object still points to the defunct golem. The code that 2226 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2227 else
2296 * put this in a a workaround to clean up the golem pointer. 2228 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2229 }
2304 2230
2305 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2233 * called, so we recheck it here.
2308 */ 2234 */
2309 HandleClient(&op->contr->socket, op->contr); 2235 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2236 return true;
2311 2237
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2239 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2240
2322 else return 0; 2241 return false;
2323 } 2242}
2243
2244int
2245save_life (object *op)
2246{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2248 return 0;
2325}
2326 2249
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2252 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2253 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2255
2339 if (op->contr) 2256 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2258
2344 if(op->stats.hp<0) 2259 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2260 op->stats.hp = op->stats.maxhp;
2261
2346 if(op->stats.food<0) 2262 if (op->stats.food < 0)
2347 op->stats.food = 999; 2263 op->stats.food = 999;
2348 fix_player(op); 2264
2265 op->update_stats ();
2349 return 1; 2266 return 1;
2350 } 2267 }
2268
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2271 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2272 return 0;
2355} 2273}
2356 2274
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2360 * from. 2278 * from.
2361 */ 2279 */
2280static void
2362void remove_unpaid_objects(object *op, object *env) 2281drop_unpaid_items (object *op, object *env)
2363{ 2282{
2364 object *next;
2365
2366 while (op) { 2283 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2284 {
2368 * we remove object 'op' 2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2286
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2288 op->insert_at (env);
2372 op->x = env->x; 2289 else if (op->inv)
2373 op->y = env->y; 2290 drop_unpaid_items (op->inv, env);
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2291
2292 op = next;
2293 }
2294}
2295
2296void
2297object::drop_unpaid_items ()
2298{
2299 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this);
2301}
2383 2302
2384/* 2303/*
2385 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2390 */ 2309 */
2310const char *
2391char *gravestone_text (object *op) 2311gravestone_text (object *op)
2392{ 2312{
2313 static dynbuf_text buf;
2314
2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2318 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title;
2320
2321 buf << "\n\n";
2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2327 if (op->type == PLAYER)
2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2329
2330 {
2393 static char buf2[MAX_BUF]; 2331 static char buf2[128];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2332 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2417 strcat (buf2, buf); 2335 }
2336
2418 return buf2; 2337 return buf;
2419} 2338}
2420 2339
2421 2340void
2422
2423void do_some_living(object *op) { 2341do_some_living (object *op)
2342{
2424 int last_food=op->stats.food; 2343 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2344 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2345 int over_hp, over_sp, over_grace;
2427 int i; 2346 int i;
2428 int rate_hp = 1200; 2347 int rate_hp = 1200;
2429 int rate_sp = 2500; 2348 int rate_sp = 2500;
2430 int rate_grace = 2000; 2349 int rate_grace = 2000;
2431 const int max_hp = 1; 2350 const int max_hp = 1;
2432 const int max_sp = 1; 2351 const int max_sp = 1;
2433 const int max_grace = 1; 2352 const int max_grace = 1;
2434 2353
2435 if (op->contr->outputs_sync) { 2354 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2355 {
2437 if (op->contr->outputs[i].buf!=NULL && 2356 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2357 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2358 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2440 } 2363 }
2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2365 {
2366 if (!op->invisible--)
2367 {
2368 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2370 }
2371 }
2441 2372
2442 if(op->contr->state==ST_PLAYING) { 2373 if (op->contr->ns->state == ST_PLAYING)
2443 2374 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2376 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2377 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2378 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2379 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2380 {
2381 gen_hp = op->stats.maxhp;
2382 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2383 }
2384
2385 if (op->contr->gen_sp >= 0)
2386 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2387 else
2388 {
2389 gen_sp = op->stats.maxsp;
2390 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2391 }
2392
2393 if (op->contr->gen_grace >= 0)
2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2395 else
2396 {
2397 gen_grace = op->stats.maxgrace;
2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2399 }
2400
2401 /* Regenerate Grace */
2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2403 if (--op->last_grace < 0)
2404 {
2405 if (op->stats.grace < op->stats.maxgrace / 2)
2406 op->stats.grace++; /* no penalty in food for regaining grace */
2407
2408 if (max_grace > 1)
2409 {
2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2411 if (over_grace > 0)
2412 {
2413 op->stats.sp += over_grace
2414 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2415 op->last_grace = 0;
2416 }
2417 else
2418 {
2419 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2420 }
2421 }
2422 else
2423 {
2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2425 }
2426 /* wearing stuff doesn't detract from grace generation. */
2427 }
2428
2429 if (op->stats.food > 0)
2430 {
2431 /* Regenerate Spell Points */
2432 if (!op->contr->golem && --op->last_sp < 0)
2433 {
2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2435
2436 if (op->stats.sp < op->stats.maxsp)
2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2443 op->stats.food--;
2444
2445 if (op->contr->digestion < 0)
2446 op->stats.food += op->contr->digestion;
2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 op->stats.food = last_food;
2449 }
2450 }
2451
2452 if (max_sp > 1)
2453 {
2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2481 {
2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2510 }
2511 }
2512
2513 /* Digestion */
2514 if (--op->last_eat < 0)
2515 {
2516 int bonus = max (0, op->contr->digestion),
2517 penalty = max (0, -op->contr->digestion);
2518
2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2520
2562 /* dms do not consume food */ 2521 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2523 op->stats.food--;
2565 } 2524 }
2566 2525
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2527 {
2528 object *flesh = 0;
2569 2529
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2530 for_inv_removable (op, tmp)
2531 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2536 {
2574 manual_apply(op,tmp,0); 2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0);
2540
2575 if(op->stats.food>=0||op->stats.hp<0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2542 break;
2577 } 2543 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2544 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2545 flesh = tmp;
2580 } /* end of for loop */ 2546 }
2547
2581 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2549 * eat flesh instead.
2583 */ 2550 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2552 {
2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 manual_apply(op,flesh,0); 2555 manual_apply (op, flesh, 0);
2587 } 2556 }
2588 } /* end if player is starving */
2589 2557
2590 while(op->stats.food<0&&op->stats.hp>0) 2558 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2559 if (op->stats.food < 0)
2592 2560 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2562 }
2563
2564 if (op->stats.food < 0)
2565 {
2566 op->stats.hp += op->stats.food;
2567 op->stats.food = 0;
2568 }
2569
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2571 kill_player (op);
2572 }
2573}
2598 2574
2599/* If the player should die (lack of hp, food, etc), we call this. 2575/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2576 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2577 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2578 * file.
2603 */ 2579 */
2580void
2604void kill_player(object *op) 2581kill_player (object *op)
2605{ 2582{
2583 int x, y;
2606 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2607 int x,y,i;
2608 mapstruct *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2586 int will_kill_again;
2615 archetype *at; 2587 archetype *at;
2616 object *tmp; 2588 object *tmp;
2617 2589
2618 if(save_life(op)) 2590 if (save_life (op))
2619 return; 2591 return;
2620 2592
2621
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2596 */
2626 if (op_on_battleground(op, &x, &y)) { 2597 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2598 {
2628 "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2601
2631
2632 /* restore player */ 2602 /* restore player */
2633 at = find_archetype("poisoning"); 2603 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2605 {
2636 remove_ob(tmp); 2606 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2608 }
2640 2609
2641 at = find_archetype("confusion"); 2610 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2611 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2612 {
2644 remove_ob(tmp); 2613 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2615 }
2648 2616
2649 cure_disease(op,0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2619 if (op->stats.food <= 0)
2652 2620 op->stats.food = 999;
2621
2653 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL) 2624 {
2625 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2633 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics";
2635 tmp->insert_at (op, tmp);
2656 { 2636 }
2657 sprintf(buf,"%s's finger",op->name); 2637
2658 tmp->name = add_string(buf);
2659 sprintf(buf," This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level),
2662 op->contr->killer);
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669
2670 /* teleport defeated player to new destination*/ 2638 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2640 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2641 return;
2642 }
2679 2643
2644 INVOKE_PLAYER (DEATH, op->contr);
2645
2680 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2681 2647
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2648 if (op->stats.food < 0)
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 } 2649 {
2694 else { 2650 op->contr->killer = archetype::get ("killer_starvation");
2695 if (op->contr->explore) { 2651 op->contr->killer->destroy ();
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 } 2652 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2653
2654 op->contr->play_sound (sound_find ("player_dies"));
2655
2705 /* save the map location for corpse, gravestone*/ 2656 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2657 x = op->x;
2658 y = op->y;
2659 map = op->map;
2707 2660
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2661 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2662 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2663 * See the config.h file for a little more in depth detail about this.
2713 */ 2664 */
2714 2665
2715 /* Basically two ways to go - remove a stat permanently, or just 2666 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2667 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2668 * of death.
2718 */ 2669 */
2719#ifndef COZY_SERVER 2670#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2671 if (settings.balanced_stat_loss)
2672 {
2721 /* If stat loss is permanent, lose one stat only. */ 2673 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2674 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2675 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2676 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2677 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2678 little bit harder. */
2727 /* GD */ 2679 /* GD */
2728 if (settings.stat_loss_on_death) 2680 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2681 num_stats_lose = 1;
2730 else 2682 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2684 }
2685 else
2733 num_stats_lose = 1; 2686 num_stats_lose = 1;
2734 } 2687
2735 lost_a_stat = 0; 2688 lost_a_stat = 0;
2736 2689
2737 for (z=0; z<num_stats_lose; z++) { 2690 for (z = 0; z < num_stats_lose; z++)
2691 {
2738 i = RANDOM() % NUM_STATS; 2692 i = RANDOM () % NUM_STATS;
2739 2693
2740 if (settings.stat_loss_on_death) { 2694 if (settings.stat_loss_on_death)
2695 {
2741 /* Pick a random stat and take a point off it. Tell the player 2696 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2697 * what he lost.
2743 */ 2698 */
2744 change_attr_value(&(op->stats), i,-1); 2699 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2700 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2701 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2702 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2703 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2704 lost_a_stat = 1;
2750 } else { 2705 }
2706 else
2707 {
2751 /* deplete a stat */ 2708 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2709 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2710 object *dep;
2711
2712 dep = present_arch_in_ob (deparch, op);
2713 if (!dep)
2754 2714 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2715 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2716 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2717 }
2788 if (lose_this_stat) { 2718 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss)
2720 {
2721 /* GD */
2722 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2723 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0)
2725 {
2726 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2727 int keep_chance = this_stat * this_stat;
2728
2729 /* Yes, I am paranoid. Sue me. */
2730 if (keep_chance < 1)
2731 keep_chance = 1;
2732
2733 /* There is a maximum depletion total per level. */
2734 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2735 {
2736 lose_this_stat = 0;
2737 /* Take loss chance vs keep chance to see if we
2738 retain the stat. */
2739 }
2740 else
2741 {
2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2743 lose_this_stat = 0;
2744 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2745 this_stat, keep_chance, loss_chance,
2746 lose_this_stat?"LOSE":"KEEP"); */
2747 }
2748 }
2749 }
2750
2751 if (lose_this_stat)
2752 {
2753 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2754 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2755 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2756 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2757 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2758 * difference.
2795 */ 2759 */
2796 if (this_stat>=-50) { 2760 if (this_stat >= -50)
2761 {
2797 change_attr_value(&(dep->stats), i, -1); 2762 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2763 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2765 op->update_stats ();
2801 lost_a_stat = 1; 2766 lost_a_stat = 1;
2802 } 2767 }
2803 } 2768 }
2769 }
2804 } 2770 }
2805 } 2771
2806 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2773 if (!lost_a_stat)
2808 { 2774 {
2809 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2777 const char *god = determine_god (op);
2778
2812 if (god && (strcmp(god, "none"))) 2779 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2781 else
2815 " you.", god); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2783 }
2784#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2820#endif 2786#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2787
2824 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2789 * exp loss on the stone.
2826 */ 2790 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2831 FREE_AND_COPY(tmp->name_pl, buf);
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2797
2841 /**************************************/ 2798 /**************************************/
2842 /* */ 2799 /* */
2843 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
2846 /* */ 2803 /* */
2847 /**************************************/ 2804 /**************************************/
2848 2805
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2806 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2807 /* restore player */
2851 at = find_archetype("poisoning"); 2808 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2809 tmp = present_arch_in_ob (at, op);
2810
2853 if (tmp) { 2811 if (tmp)
2854 remove_ob(tmp); 2812 {
2855 free_object(tmp); 2813 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2815 }
2858 2816
2859 at = find_archetype("confusion"); 2817 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2818 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2819 if (tmp)
2862 remove_ob(tmp); 2820 {
2863 free_object(tmp); 2821 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2823 }
2824
2866 cure_disease(op,0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2867 2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2840 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2871 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2848
2875 /* 2849 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2878 * in the map. 2852 */
2879 */ 2853 op->drop_unpaid_items ();
2880 2854
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2855 /****************************************/
2890 /* */ 2856 /* */
2891 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2893 /* */ 2859 /* */
2894 /****************************************/ 2860 /****************************************/
2895 2861
2896 enter_player_savebed(op); 2862 enter_player_savebed (op);
2897 2863
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2864 op->contr->braced = 0;
2902 save_player(op,1);
2903 2865
2904 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2869 * on the space that might harm the player.
2908 */ 2870 */
2909 will_kill_again=0; 2871 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2913 } 2875
2914 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2915 object *force; 2878 object *force;
2916 int at; 2879 int at;
2917 2880
2918 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2883 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2888 force->resist[at] = 100;
2926 } 2889
2927 insert_ob_in_ob(force, op); 2890 insert_ob_in_ob (force, op);
2928 fix_player(op); 2891 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2892
2893 }
2894
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2896}
3004 2897
3005 2898void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2899loot_object (object *op)
2900{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2901 object *tmp, *tmp2, *next;
3008 2902
3009 if (op->container) { /* close open sack first */ 2903 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2904
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2905 for (tmp = op->inv; tmp; tmp = next)
2906 {
3014 next=tmp->below; 2907 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2908
3016 remove_ob(tmp); 2909 if (tmp->invisible)
2910 continue;
2911
2912 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2913 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2914
3019 loot_object(tmp); 2915 if (tmp->type == CONTAINER)
3020 } 2916 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2917
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 {
3023 if(tmp->nrof>1) { 2920 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2921 {
3025 free_object(tmp2); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 }
2925 else
2926 tmp->destroy ();
2927 }
3027 } else 2928 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2930 }
3032} 2931}
3033 2932
3034/* 2933/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2936 * was changed.
3038 */ 2937 */
3039 2938void
3040void fix_weight(void) { 2939fix_weight (void)
3041 player *pl; 2940{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2942 {
3044 if(old == sum) 2943 sint32 old = pl->ob->carrying;
3045 continue; 2944
3046 fix_player(pl->ob); 2945 pl->ob->update_weight ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2946
3048 pl->ob->name, old, sum); 2947 if (old != pl->ob->carrying)
2948 {
2949 pl->ob->update_stats ();
2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
3049 } 2952 }
3050} 2953}
3051 2954
2955void
3052void fix_luck(void) { 2956fix_luck (void)
3053 player *pl; 2957{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2958 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2960 pl->ob->change_luck (0);
3057} 2961}
3058
3059 2962
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3063 */ 2966 */
3064 2967void
3065void cast_dust (object *op, object *throw_ob, int dir) { 2968cast_dust (object *op, object *throw_ob, int dir)
2969{
3066 object *skop, *spob; 2970 object *skop, *spob;
3067 2971
3068 skop = find_skill_by_name(op, throw_ob->skill); 2972 skop = find_skill_by_name (op, throw_ob->skill);
3069 2973
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 2974 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 2975 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2976 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 2977 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 2978 return;
3074 return;
3075 } 2979 }
2980
3076 spob = throw_ob->inv; 2981 spob = throw_ob->inv;
2982
2983 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2984 // not pass NULL to cast_spell (which did indeed check itself, but
2985 // errors should be reported as early as possible IMHO)
2986 if (!spob)
2987 {
2988 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2989 return;
2990 }
2991
3077 if (op->type==PLAYER && spob) 2992 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 2993 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 2994
3080 cast_spell(op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 2996
2997 throw_ob->destroy ();
2998}
2999
3000void
3086void make_visible (object *op) { 3001make_visible (object *op)
3002{
3087 op->hide = 0; 3003 op->hide = 0;
3088 op->invisible = 0; 3004 op->invisible = 0;
3089 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 }
3093 update_object(op,UP_OBJ_FACE);
3094}
3095 3005
3096int is_true_undead(object *op) {
3097 object *tmp=NULL;
3098
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100
3101 if(op->type==PLAYER) 3006 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 3007 {
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3008 op->contr->tmp_invis = 0;
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3009 op->contr->invis_race = 0;
3010 }
3011
3012 update_object (op, UP_OBJ_CHANGE);
3013}
3014
3015int
3016is_true_undead (object *op)
3017{
3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3019 return 1;
3020
3105 return 0; 3021 return 0;
3106} 3022}
3107 3023
3108/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3026 * indicate greater hideability.
3111 */ 3027 */
3112 3028int
3113int hideability(object *ob) { 3029hideability (object *ob)
3030{
3114 int i,level=0, mflag; 3031 int i, level = 0, mflag;
3115 sint16 x,y; 3032 sint16 x, y;
3116 3033
3117 if(!ob||!ob->map) return 0; 3034 if (!ob || !ob->map)
3035 return 0;
3118 3036
3119 /* so, on normal lighted maps, its hard to hide */ 3037 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3038 level = ob->map->darkness - 2;
3121 3039
3122 /* this also picks up whether the object is glowing. 3040 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3041 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3043 if (has_carried_lights (ob))
3044 level = -(10 + (2 * ob->map->darkness));
3126 3045
3127 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3050 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3052 if (mflag & P_OUT_OF_MAP)
3053 continue;
3054
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3056 level += 2;
3133 else /* open terrain! */ 3057 else /* open terrain! */
3134 level -= 1; 3058 level -= 1;
3135 } 3059 }
3136 3060
3137#if 0 3061#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3062 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3063#endif
3140 return level; 3064 return level;
3141} 3065}
3142 3066
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3071 */
3148 3072void
3149void do_hidden_move (object *op) { 3073do_hidden_move (object *op)
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3074{
3151 object *skop; 3075 int hide = 0;
3152 3076
3153 if(!op || !op->map) return; 3077 if (!op || !op->map)
3078 return;
3154 3079
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3156 3082
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3084 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 3085 if (!skop || num >= skop->level)
3086 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3087 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3088 make_visible (op);
3162 return; 3089 return;
3163 } else num += 20;
3164 } 3090 }
3091 else
3092 num += 20;
3093
3165 num += op->map->difficulty; 3094 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3096 num -= hide;
3097
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3099 {
3169 make_visible(op); 3100 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3101
3171 "You moved out of hiding! You are visible!"); 3102 if (op->type == PLAYER)
3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3104 }
3173 else if (op->type == PLAYER && skop) { 3105 else if (op->type == PLAYER && skop)
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176} 3107}
3177 3108
3178/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3179 3110
3111int
3180int stand_near_hostile( object *who ) { 3112stand_near_hostile (object *who)
3113{
3181 object *tmp=NULL; 3114 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3115 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3116 maptile *m;
3184 sint16 x,y; 3117 sint16 x, y;
3185 3118
3186 if(!who) return 0; 3119 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3120 return 0;
3121
3122 if (who->type == PLAYER)
3123 player = 1;
3124
3125 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3127
3128 /* search adjacent squares */
3129 for (i = 1; i < 9; i++)
3130 {
3131 x = who->x + freearr_x[i];
3132 y = who->y + freearr_y[i];
3133 m = who->map;
3134 mflags = get_map_flags (m, &m, x, y, &x, &y);
3135 /* space must be blocked if there is a monster. If not
3136 * blocked, don't need to check this space.
3137 */
3138 if (mflags & P_OUT_OF_MAP)
3139 continue;
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue;
3142
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3146 return 1;
3147 else if (tmp->type == PLAYER)
3148 {
3149 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3151 return 1;
3152 }
3153 }
3154 }
3155 return 0;
3216} 3156}
3217 3157
3218/* check the player los field for viewability of the 3158/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3221 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3225 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3168 * -b.t.
3229 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3230 */ 3170 */
3231 3171int
3232int player_can_view (object *pl,object *op) { 3172player_can_view (object *pl, object *op)
3173{
3233 rv_vector rv; 3174 rv_vector rv;
3234 int dx,dy; 3175 int dx, dy;
3235 3176
3236 if(pl->type!=PLAYER) { 3177 if (pl->type != PLAYER)
3178 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3180 return -1;
3263 op = op->more;
3264 } 3181 }
3182
3183 if (!pl || !op)
3265 return 0; 3184 return 0;
3185
3186 op = op->head_ ();
3187
3188 get_rangevector (pl, op, &rv, 0x1);
3189
3190 /* starting with the 'head' part, lets loop
3191 * through the object and find if it has any
3192 * part that is in the los array but isn't on
3193 * a blocked los square.
3194 * we use the archetype to figure out offsets.
3195 */
3196 while (op)
3197 {
3198 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y;
3200
3201 /* only the viewable area the player sees is updated by LOS
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1;
3209
3210 op = op->more;
3211 }
3212
3213 return 0;
3266} 3214}
3267 3215
3268/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3218 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3219 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3220 * return 0.
3273 */ 3221 */
3222int
3274int action_makes_visible (object *op) { 3223action_makes_visible (object *op)
3275 3224{
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3228 return 0;
3279 3229
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3281 3232
3282 /* If monsters, they should become visible */ 3233 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3237 return 1;
3286 } 3238 }
3287 } 3239 }
3240
3288 return 0; 3241 return 0;
3289} 3242}
3290 3243
3291/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3246 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3247 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3248 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3249 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3251 */
3252int
3299int op_on_battleground (object *op, int *x, int *y) { 3253op_on_battleground (object *op, int *x, int *y)
3300 object *tmp; 3254{
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3264 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3311 strcmp(tmp->name, "battleground")==0 && 3266 && tmp->type == BATTLEGROUND
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3270 /* before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3315 object *invtmp; 3272 {
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3274 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 if (x != NULL && y != NULL) 3276 {
3277 if (x && y)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3280 return 1;
3281 }
3282 }
3283 }
3284
3285 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3321 return 1; 3288 return 1;
3322 } 3289 }
3323 } 3290 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3291 }
3329 } 3292
3330 }
3331 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3332 return 0; 3294 return 0;
3333} 3295}
3334 3296
3335/* 3297/*
3339 * attributes: 3301 * attributes:
3340 * object *who the dragon player 3302 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3303 * int atnr the attack-number of the ability focus
3342 * int level ability level 3304 * int level ability level
3343 */ 3305 */
3306void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3307dragon_ability_gain (object *who, int atnr, int level)
3308{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3309 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3310 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3311 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3312 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3314 int i = 0, j = 0;
3351 3315
3352 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3355 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3357 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3359 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3361 3325
3362 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3363 return; 3327 return;
3364 3328
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3330
3367 3331 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3332 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3334 return;
3371 } 3335 }
3372 3336
3373 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3338 item = tr->item;
3375 3339
3376 if (item->type == SPELL) { 3340 if (item->type == SPELL)
3341 {
3377 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3378 return; 3343 return;
3379 3344
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3345 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3346 do_learn_spell (who, item, 0);
3382 return; 3347 return;
3383 } 3348 }
3384 3349
3385 /* grant direct spell */ 3350 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3351 if (item->type == SPELLBOOK)
3352 {
3387 if (!item->inv) { 3353 if (!item->inv)
3354 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3355 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3356 return;
3391 } 3357 }
3392 if (check_spell_known (who, item->inv->name)) 3358 if (check_spell_known (who, item->inv->name))
3393 return; 3359 return;
3394 if (item->invisible) { 3360 if (item->invisible)
3361 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3362 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3363 do_learn_spell (who, item->inv, 0);
3397 return; 3364 return;
3398 } 3365 }
3399 } 3366 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3367 else if (item->type == SKILL_TOOL && item->invisible)
3368 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3369 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3370 {
3402 3371
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3372 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3373 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3374 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3375 * but not all of them, he gets nothing.
3407 */ 3376 */
3408 if (!(skop->attacktype & item->attacktype)) { 3377 if (!(skop->attacktype & item->attacktype))
3378 {
3409 /* Give new attacktype */ 3379 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3380 skop->attacktype |= item->attacktype;
3411 3381
3412 /* always add physical if there's none */ 3382 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3383 skop->attacktype |= AT_PHYSICAL;
3414 3384
3415 if (item->msg != NULL) 3385 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3386 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3387
3418 /* Give player new face */ 3388 /* Give player new face */
3419 if (item->animation_id) { 3389 if (item->animation_id)
3390 {
3420 who->face = skop->face; 3391 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3392 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3393 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3394 who->last_anim = 0;
3424 who->state = 0; 3395 who->state = 0;
3425 animate_object(who, who->direction); 3396 animate_object (who, who->direction);
3426 } 3397 }
3398 }
3399 }
3427 } 3400 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3401 else if (item->type == FORCE)
3402 {
3431 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3404 object *skin;
3405
3433 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3435 skin=skin->below); 3408 ;
3436 if (skin == NULL) return; 3409
3437 3410 if (!skin)
3411 return;
3412
3438 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3415 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3416 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3417
3442 /* print message */ 3418 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3419 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3420 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3421 {
3446 if (j) 3422 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3423 {
3448 else 3424 if (j)
3449 j = 1; 3425 strcat (buf, " and ");
3426 else
3427 j = 1;
3450 strcat(buf, spellpathnames[i]); 3428 strcat (buf, spellpathnames[i]);
3451 } 3429 }
3452 } 3430 }
3453 strcat(buf,"."); 3431 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3433 }
3456 3434
3457 /* evtl. adding flags: */ 3435 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3436 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3437 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3438 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3439 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3441 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3442
3465 /* print message if there is one */ 3443 /* print message if there is one */
3466 if (item->msg != NULL) 3444 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 }
3447 else
3468 } 3448 {
3469 else {
3470 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp);
3476 } 3453 }
3477} 3454}
3478 3455
3479/** 3456/**
3480 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3458 * not readied.
3482 */ 3459 */
3460void
3483void player_unready_range_ob(player *pl, object *ob) { 3461player_unready_range_ob (player *pl, object *ob)
3484 rangetype i; 3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3485 3465
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3466 if (pl->combat_ob == ob)
3487 if (pl->ranges[i] == ob) { 3467 pl->combat_ob = 0;
3488 pl->ranges[i] = NULL; 3468
3489 if (pl->shoottype == i) { 3469 if (pl->ranged_ob == ob)
3490 pl->shoottype = range_none; 3470 pl->ranged_ob = 0;
3491 }
3492 }
3493 }
3494} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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