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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.11 by root, Tue Aug 29 08:01:37 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 1.11 2006/08/29 08:01:37 root 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 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 339 * we deal with that below this point.
236 */ 340 */
237 p->party=NULL; 341 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 342 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 344
243#ifdef AUTOSAVE 345 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 346
245#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)
246 367 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 368 ob->destroy_inv (false);
369 ob->destroy ();
248 370 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 371
258 roll_stats(op); 372 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 373}
300 374
301 375player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 376{
305 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
306 op->x = -1; 378 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 379}
310 380
311/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
312 * 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
313 * mode. 383 * mode.
314 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
315 389
316int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 391
319 p=get_player(NULL); 392 pl->ob->roll_stats ();
320 p->socket = *ns; 393 pl->ob->stats.wc = 2;
321 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... */
322 if(p->socket.faces_sent == NULL) 395
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 396 set_first_map (pl->ob);
331 397
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 398 return pl;
339} 399}
340 400
341/* 401/*
342 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
345 */ 405 */
406archetype *
346archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
347{ 408{
348 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
349 for (;;) { 417 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 418 {
361} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
362 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
363 428
429object *
364object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
365 object *op = NULL; 432 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 433 objectlink *ol;
368 unsigned lastdist; 434 unsigned lastdist;
369 rv_vector rv; 435 rv_vector rv;
370 436
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 438 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 440 continue;
398 441
399 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
443 {
400 op=ol->ob; 444 op = ol->ob;
401 lastdist=rv.distance; 445 lastdist = rv.distance;
402 } 446 }
403 } 447 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 448
449 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 450 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 451 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 452 {
412 } 453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
413#if 0 457#if 0
414 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)");
415#endif 459#endif
416 return op; 460 return op;
417} 461}
418 462
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
436 * 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
437 * is probably not a good thing. 481 * is probably not a good thing.
438 */ 482 */
439#define MAX_SPACES 50 483#define MAX_SPACES 50
440
441 484
442/* 485/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * 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
445 * 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
458 * monster can in fact move one space in that direction. 501 * monster can in fact move one space in that direction.
459 * 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,
460 * 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
461 * is blocking itself. 504 * is blocking itself.
462 */ 505 */
506int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
464 rv_vector rv; 509 rv_vector rv;
465 sint16 x,y; 510 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
468 513
469 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
470 515
471 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
517 return 0;
472 518
473 x=mon->x; 519 x = mon->x;
474 y=mon->y; 520 y = mon->y;
475 m=mon->map; 521 m = mon->map;
476 dir = rv.direction; 522 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
479 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 527 if (diff > max)
528 return 0;
529
481 while (diff >1 && max>0) { 530 while (diff > 1 && max > 0)
531 {
482 lastx = x; 532 lastx = x;
483 lasty = y; 533 lasty = y;
484 lastmap = m; 534 lastmap = m;
485 x = lastx + freearr_x[dir]; 535 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 536 y = lasty + freearr_y[dir];
487 537
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 538 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 540
491 /* Space is blocked - try changing direction a little */ 541 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
494 /* recalculate direction from last good location. Possible 545 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 546 * we were not traversing ideal location before.
496 */ 547 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 549 if (rv.direction != dir)
550 {
499 /* OK - says direction should be different - lets reset the 551 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 552 * the values so it will try again.
501 */ 553 */
502 x = lastx; 554 x = lastx;
503 y = lasty; 555 y = lasty;
504 m = lastmap; 556 m = lastmap;
505 dir = firstdir = rv.direction; 557 dir = firstdir = rv.direction;
558 }
506 } else { 559 else
560 {
507 /* direct path is blocked - try taking a side step to 561 /* direct path is blocked - try taking a side step to
508 * either the left or right. 562 * either the left or right.
509 * Note increase the values in the loop below to be 563 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 564 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 565 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 566 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 567 * stepping back and forth
514 */ 568 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 572 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 573 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 574 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 575 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 576 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 577 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 578 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 579 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 580 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 581 * the last direction the creature has successfully
526 * moved. 582 * moved.
527 */ 583 */
528 584
529 x = lastx + freearr_x[absdir(lastdir+i)]; 585 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 586 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 587 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 588 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 589 if (mflags & P_OUT_OF_MAP)
590 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 594 if (mflags & P_BLOCKSVIEW)
595 continue;
537 596
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
539 } 599 }
540 /* go through entire loop without finding a valid 600 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 601 * sidestep to take - thus, no valid path.
542 */ 602 */
543 if (i==(DETOUR_AMOUNT+1)) 603 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 604 return 0;
545 diff--; 605 diff--;
546 lastdir=dir; 606 lastdir = dir;
547 max--; 607 max--;
548 if (!firstdir) firstdir = dir+i; 608 if (!firstdir)
609 firstdir = dir + i;
549 } /* else check alternate directions */ 610 } /* else check alternate directions */
550 } /* if blocked */ 611 } /* if blocked */
551 else { 612 else
613 {
552 /* we moved towards creature, so diff is less */ 614 /* we moved towards creature, so diff is less */
553 diff--; 615 diff--;
554 max--; 616 max--;
555 lastdir=dir; 617 lastdir = dir;
618 if (!firstdir)
556 if (!firstdir) firstdir = dir; 619 firstdir = dir;
620 }
621
622 if (diff <= 1)
557 } 623 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 625 * headed toward player for entire distance.
561 */ 626 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 629 }
565 if (diff>max) return 0; 630
631 if (diff > max)
632 return 0;
566 } 633 }
634
567 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 636 if (!max)
637 return 0;
569 638
570 return firstdir; 639 return firstdir;
571} 640}
572 641
642void
573void give_initial_items(object *pl,treasurelist *items) { 643give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 644{
575
576 if(pl->randomitems!=NULL) 645 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 647
579 for (op=pl->inv; op; op=next) { 648 for (object *next, *op = pl->inv; op; op = next)
649 {
580 next = op->below; 650 next = op->below;
581 651
582 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 654 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 656 SET_FLAG (op, FLAG_APPLIED);
587 657
588 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 659 * by this player due to race restrictions
590 */ 660 */
591 if (pl->type == PLAYER) { 661 if (pl->type == PLAYER)
662 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
593 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 668 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 670 {
602 } 671 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 672 continue;
622 } 673 }
623 if (op->nrof > 1) op->nrof = 1; 674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 683 {
684 object *tmp;
625 685
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
626 if (op->type == SPELLBOOK && op->inv) { 701 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 703
630 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 706 * merged properly.
633 */ 707 */
634 if (need_identify(op)) { 708 if (need_identify (op))
709 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
638 } 716 {
639 if(op->type==SPELL) { 717 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 718 continue;
719 }
720 else if (op->type == SKILL)
643 } 721 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 723 op->stats.exp = 0;
647 op->level = 1; 724 op->level = 1;
648 } 725 }
649 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
652 729
653 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
654 link_player_skills(pl); 731 link_player_skills (pl);
655} 732}
656 733
657void get_name(object *op) { 734void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
734 if (party == NULL) { 737 if (party == NULL)
738 {
735 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);
736 return; 740 return;
737 } 741 }
742
738 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
741 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:");
742} 747}
743
744 748
745/* 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
746int roll_stat(void) { 751roll_stat (void)
752{
747 int a[4],i,j,k; 753 int a[4], i, j, k;
748 754
749 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
751 757
752 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 759 if (a[i] < k)
754 k=a[i],j=i; 760 k = a[i], j = i;
755 761
756 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 763 if (i != j)
758 k+=a[i]; 764 k += a[i];
759 } 765
760 return k; 766 return k;
761} 767}
762 768
763void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
764 int sum=0; 776 int sum = 0;
765 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
767 779
768 do { 780 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 781 break;
770 op->stats.Dex=roll_stat(); 782 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 783
781 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 786
790 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 789
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 790 stats.exp = 0;
821 op->stats.ac=0; 791 stats.ac = 0;
822 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
823 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
826 802
827 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
828 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
832} 835}
833 836
834void Roll_Again(object *op) 837static void
838start_info (object *op)
835{ 839{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
844 841
845 if ( op->contr->Swap_First == -1 ) { 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 844}
953 845
954/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
958 * not the class. 850 * not the class.
959 */ 851 */
960 852void
961int key_change_class(object *op, char key) 853player::chargen_race_done ()
962{ 854{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
977 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
979 864
980 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
981 866
982 if (op->msg) { 867 if (ob->msg)
983 free_string(op->msg); 868 ob->msg = 0;
984 op->msg=NULL;
985 }
986 869
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 870 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 872 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op); 873 link_player_skills (ob);
1000 esrv_send_inventory(op, op); 874 esrv_send_inventory (ob, ob);
1001 fix_player(op); 875 ob->update_stats ();
1002 876
1003 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
1004 * is one for this race 878 * is one for this race
1005 */ 879 */
1006 if(*first_map_ext_path) { 880 if (*first_map_ext_path)
1007 object *tmp; 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 882 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 884}
1023 return 0;
1024 }
1025 885
886void
887player::chargen_race_next ()
888{
1026 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
1028 */ 891 */
1029 892
1030 tmp_loop = 0; 893 do
1031 while(!tmp_loop) { 894 {
1032 const char *name = add_string (op->name); 895 shstr name = ob->name;
1033 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
897
1034 remove_statbonus(op); 898 ob->remove_statbonus ();
1035 remove_ob (op); 899 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 900 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 901 ob->arch->copy_to (ob);
1038 op->instantiate (); 902 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 904 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 905 ob->x = x;
1045 op->y = y; 906 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 909 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 910 ob->add_statbonus ();
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 911 }
912 while (!allowed_class (ob));
913
1055 update_object(op,UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 915 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 916 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 919 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 920}
1066 921
1067int key_confirm_quit(object *op, char key) 922void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 923flee_player (object *op)
924{
1113 int dir,diff; 925 int dir, diff;
1114 rv_vector rv; 926 rv_vector rv;
1115 927
1116 if(op->stats.hp < 0) { 928 if (op->stats.hp < 0)
929 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 930 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 931 CLEAR_FLAG (op, FLAG_SCARED);
932 return;
933 }
934
935 if (op->enemy == NULL)
936 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED);
939 return;
940 }
941
942 /* Seen some crashes here. Since we don't store an
943 * op->enemy_count, it is possible that something destroys the
944 * actual enemy, and the object is recycled.
945 */
946 if (op->enemy->map == NULL)
947 {
948 CLEAR_FLAG (op, FLAG_SCARED);
949 op->enemy = NULL;
950 return;
951 }
952
953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 {
955 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED);
957 return;
958 }
959
960 get_rangevector (op, op->enemy, &rv, 0);
961
962 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++)
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)))
1119 return; 968 return;
1120 } 969 }
1121 970
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
1153 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 973 op->enemy = NULL;
1156} 974}
1157
1158 975
1159/* 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.
1160 * 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
1161 * stop. 978 * stop.
1162 */ 979 */
980int
1163int check_pick(object *op) { 981check_pick (object *op)
982{
1164 object *tmp, *next; 983 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 984 int stop = 0;
1167 int j, k, wvratio; 985 int wvratio;
1168 char putstring[128], tmpstr[16]; 986 char putstring[128];
1169
1170 987
1171 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1173 return 1; 990 return 1;
1174 991
1175 op_tag = op->count;
1176
1177 next = op->below; 992 next = op->below;
1178 if (next) 993
1179 next_tag = next->count; 994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 996
1181 /* 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
1182 * destroyed */ 998 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 999 while (next && !next->destroyed ())
1184 { 1000 {
1185 tmp = next; 1001 tmp = next;
1186 next = tmp->below; 1002 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1003
1190 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 ())
1191 return 0; 1011 return 0;
1192 1012
1193 if ( ! can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1194 continue; 1014 continue;
1195 1015
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1017 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1200 continue; 1020 continue;
1201 } 1021 }
1202 1022
1203 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1024 if (!(op->contr->mode & PU_NEWMODE))
1025 {
1205 switch (op->contr->mode) { 1026 switch (op->contr->mode)
1027 {
1028 case 0:
1206 case 0: return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1030 case 1:
1031 CHK_PICK_PICKUP;
1208 return 1; 1032 return 1;
1209 case 2: pick_up (op, tmp); 1033 case 2:
1034 CHK_PICK_PICKUP;
1210 return 0; 1035 return 0;
1036 case 3:
1211 case 3: return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1038 case 4:
1039 CHK_PICK_PICKUP;
1213 break; 1040 break;
1214 case 5: pick_up (op, tmp); 1041 case 5:
1042 CHK_PICK_PICKUP;
1215 stop = 1; 1043 stop = 1;
1216 break; 1044 break;
1217 case 6: 1045 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1048 CHK_PICK_PICKUP;
1221 break; 1049 break;
1222 1050
1223 case 7: 1051 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1053 CHK_PICK_PICKUP;
1226 break; 1054 break;
1227 1055
1228 default: 1056 default:
1229 /* use value density */ 1057 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1060 CHK_PICK_PICKUP;
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 } 1061 }
1236 } 1062 }
1237 else { /* old model */ 1063 else
1064 { /* old model */
1238 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1066 if (op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 { 1067 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1068 /* some debugging code to figure out item information */
1260 strcat(putstring, tmpstr); 1069 if (tmp->name != NULL)
1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1072 else
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1261 } 1077 }
1078
1079 /* philosophy:
1080 * It's easy to grab an item type from a pile, as long as it's
1081 * generic. This takes no game-time. For more detailed pickups
1082 * and selections, select-items should be used. This is a
1083 * grab-as-you-run type mode that's really useful for arrows for
1084 * example.
1085 * The drawback: right now it has no frontend, so you need to
1086 * stick the bits you want into a calculator in hex mode and then
1087 * convert to decimal and then 'pickup <#>
1088 */
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 }
1262 } 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 }
1263 } 1293 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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;
1266#if 0 1315#if 0
1267 /* print the flags too */ 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1317 if (tmp->name != NULL)
1269 { 1318 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1319 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1320 }
1272 { 1321 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1325#endif
1279 } 1326 continue;
1280 /* philosophy: 1327 }
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1328 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1329 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 } 1330 }
1440 } /* the new pickup model */ 1331
1441 }
1442 return ! stop; 1332 return !stop;
1443} 1333}
1444 1334
1445/* 1335/*
1446 * Find an arrow in the inventory and after that 1336 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1337 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1338 * found object is returned.
1449 */ 1339 */
1340object *
1450object *find_arrow(object *op, const char *type) 1341find_arrow (object *op, const char *type)
1451{ 1342{
1452 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);
1453 1346
1454 for(op=op->inv; op; op=op->below) 1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1349 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1350 {
1458 else if (op->type==ARROW && op->race==type) 1351 splay (tmp);
1459 return op; 1352 return arrow;
1353 }
1354
1460 return tmp; 1355 return 0;
1461} 1356}
1462 1357
1463/* 1358/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1363 */
1469 1364object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1366{
1472 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1474 1369
1475 if (!type) 1370 if (!type)
1476 return NULL; 1371 return NULL;
1477 1372
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1373 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1374 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1376 {
1481 i = 0; 1377 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1378 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1379 if (i > betterby)
1380 {
1484 tmp = ntmp; 1381 tmp = ntmp;
1485 betterby = i; 1382 betterby = i;
1486 } 1383 }
1384 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1385 else if (arrow->type == ARROW && arrow->race == type)
1386 {
1488 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1389 {
1491 if (arrow->attacktype & AT_DEATH) { 1390 if (arrow->attacktype & AT_DEATH)
1391 {
1492 *better = 100; 1392 *better = 100;
1493 return arrow; 1393 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1394 }
1498 } else { 1395 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1396 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1397 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1398 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1399 }
1515 } 1400 }
1401 else
1402 {
1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1404 {
1405 attacktype = 1 << attacknum;
1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1408 {
1409 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 }
1412 }
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 {
1415 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 }
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 {
1420 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 }
1516 } 1423 }
1424 }
1517 } 1425 }
1426
1518 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1428 return find_arrow (op, type);
1520 1429
1521 *better = betterby; 1430 *better = betterby;
1522 return tmp; 1431 return tmp;
1523} 1432}
1524 1433
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1436 * op = the shooter
1528 * type = bow->race 1437 * type = bow->race
1529 * dir = fire direction 1438 * dir = fire direction
1530 */ 1439 */
1531 1440object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1533{ 1442{
1534 object *tmp = NULL; 1443 object *tmp = NULL;
1535 mapstruct *m; 1444 maptile *m;
1536 int i, mflags, found, number; 1445 int i, mflags, found, number;
1537 sint16 x, y; 1446 sint16 x, y;
1538 1447
1539 if (op->map == NULL) 1448 if (op->map == NULL)
1540 return find_arrow(op, type); 1449 return find_arrow (op, type);
1541 1450
1542 /* do a dex check */ 1451 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1452 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 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)))
1545 return find_arrow(op, type); 1454 return find_arrow (op, type);
1546 1455
1547 m = op->map; 1456 m = op->map;
1548 x = op->x; 1457 x = op->x;
1549 y = op->y; 1458 y = op->y;
1550 1459
1551 /* find the first target */ 1460 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1461 for (i = 0, found = 0; i < 20; i++)
1462 {
1553 x += freearr_x[dir]; 1463 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1464 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1465 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 {
1557 tmp = NULL; 1468 tmp = NULL;
1469 break;
1470 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption.
1475 */
1476 tmp = NULL;
1477 break;
1478 }
1479 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1558 break; 1488 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1489 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1490 }
1576 if (tmp == NULL) 1491 if (tmp == NULL)
1577 return find_arrow(op, type); 1492 return find_arrow (op, type);
1578 1493
1579 if (tmp->head) 1494 if (tmp->head)
1580 tmp = tmp->head; 1495 tmp = tmp->head;
1581 1496
1582 return find_better_arrow(op, tmp, type, &i); 1497 return find_better_arrow (op, tmp, type, &i);
1583} 1498}
1584 1499
1585/* 1500/*
1586 * Creature fires a bow - op can be monster or player. Returns 1501 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1502 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1505 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1508 * player fire modes.
1594 */ 1509 */
1510int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1512{
1598 object *left, *bow; 1513 object *left, *bow;
1599 tag_t left_tag, tag; 1514 int mflags;
1600 int bowspeed, mflags; 1515 maptile *m;
1601 mapstruct *m;
1602 1516
1603 if (!dir) { 1517 if (!dir)
1518 {
1604 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!");
1605 return 0; 1520 return 0;
1521 }
1522
1523 if (op->contr)
1524 bow = op->current_weapon;
1525 else
1606 } 1526 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1530 */
1614 if(bow->type==BOW) 1531 if (bow->type == BOW)
1615 break; 1532 break;
1616 1533
1617 if (!bow) { 1534 if (!bow)
1535 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1537 return 0;
1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1620 } 1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1621 } 1547 }
1548
1622 if( !bow->race || !bow->skill) { 1549 if (!bow->race || !bow->skill)
1550 {
1623 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);
1624 return 0; 1552 return 0;
1625 } 1553 }
1626 1554
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1555 if (arrow == NULL)
1556 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1558 {
1637 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* 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 */
1641 else 1562 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1643 return 0; 1565 return 0;
1644 } 1566 }
1645 } 1567 }
1568
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1570 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1571 return 0;
1649 } 1572
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1573 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1574 {
1651 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.");
1652 return 0; 1576 return 0;
1653 } 1577 }
1654 1578
1655 /* this should not happen, but sometimes does */ 1579 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1580 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1581 {
1658 free_object(arrow); 1582 arrow->destroy ();
1659 return 0; 1583 return 0;
1660 } 1584 }
1661 1585
1662 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1587 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1588 if (!arrow)
1665 if (arrow == NULL) { 1589 {
1666 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);
1667 bow->race);
1668 return 0; 1591 return 0;
1669 } 1592 }
1670 set_owner(arrow, op); 1593
1671 if (arrow->skill) free_string(arrow->skill); 1594 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1595 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1596 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1597
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 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 */
1685 arrow->stats.hp = arrow->stats.dam; 1599 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1600 arrow->stats.grace = arrow->attacktype;
1601
1687 if (arrow->slaying != NULL) 1602 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1603 arrow->spellarg = strdup (arrow->slaying);
1689 1604
1690 /* Note that this was different for monsters - they got their level 1605#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1606 if (player *pl = op->contr)
1692 */
1693 1607 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1608 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1622 /* update the speed */
1699 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
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1624 + bow->stats.dam / 7.f;
1703 1625
1704 if (arrow->speed < 1.0) 1626 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1627 arrow->speed_left = 0;
1708 1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630
1709 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1632 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1634 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1640 }
1641 else
1642 {
1720 arrow->level = op->level; 1643 arrow->level = op->level;
1721 } 1644 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1645
1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1723 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1650 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1651
1727 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);
1728 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1658
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1660 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1661
1735 if (!was_destroyed(arrow, tag)) 1662 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1663 move_arrow (arrow);
1737 1664
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1665 return 1;
1745} 1666}
1746 1667
1747/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1669 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1670 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1671 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1672 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1673 * hence the function name.
1753 */ 1674 */
1675int
1754int player_fire_bow(object *op, int dir) 1676player_fire_bow (object *op, int dir)
1755{ 1677{
1756 int ret=0, wcmod=0; 1678 int ret = 0, wcmod = 0;
1757 1679
1758 if (op->contr->bowtype == bow_bestarrow) { 1680 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1681 {
1760 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);
1761 dir, 0, op->x, op->y); 1683 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1687 wcmod = -1;
1688
1765 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);
1766 op->x, op->y); 1690 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1691 else if (op->contr->bowtype == bow_threewide)
1692 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1697 else if (op->contr->bowtype == bow_spreadshot)
1698 {
1772 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);
1773 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);
1774 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);
1775 1702 }
1776 } else { 1703 else
1704 {
1777 /* Simple case */ 1705 /* Simple case */
1778 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);
1779 } 1707 }
1708
1780 return ret; 1709 return ret;
1781} 1710}
1782
1783 1711
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1786 */ 1714 */
1715void
1787void fire_misc_object(object *op, int dir) 1716fire_misc_object (object *op, int dir)
1788{ 1717{
1789 object *item; 1718 object *item = op->contr->ranged_ob;
1790 1719
1791 if (!op->contr->ranges[range_misc]) { 1720 if (!item)
1721 {
1792 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.");
1793 return; 1723 return;
1794 } 1724 }
1795 1725
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1726 if (!item->inv)
1727 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1729 return;
1800 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1801 if (item->type == WAND) { 1735 if (item->type == WAND)
1736 {
1802 if(item->stats.food<=0) { 1737 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1738 {
1739 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
1805 return; 1742 return;
1806 } 1743 }
1744 }
1807 } else if (item->type == ROD || item->type==HORN) { 1745 else if (item->type == ROD || item->type == HORN)
1746 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 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
1810 if (item->type== ROD) 1755 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1757 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1759
1816 return; 1760 return;
1817 } 1761 }
1818 } 1762 }
1819 1763
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1765 {
1821 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 */
1822 if (item->type == WAND) { 1767 if (item->type == WAND)
1768 {
1823 if (!(--item->stats.food)) { 1769 if (!(--item->stats.food))
1770 {
1824 object *tmp; 1771 object *tmp;
1772
1825 if (item->arch) { 1773 if (item->arch)
1774 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1828 item->speed = 0; 1777 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1778 }
1831 if ((tmp=is_player_inv(item))) 1779
1780 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1782 }
1834 } 1783 }
1835 else if (item->type == ROD || item->type==HORN) { 1784 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1785 drain_rod_charge (item);
1837 }
1838 } 1786 }
1839} 1787}
1840 1788
1841/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1842 */ 1790 */
1791bool
1843void fire(object *op,int dir) { 1792fire (object *op, int dir)
1793{
1844 int spellcost=0; 1794 int spellcost = 0;
1845 1795
1846 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1797 if (action_makes_visible (op))
1798 make_visible (op);
1848 1799
1849 switch(op->contr->shoottype) { 1800 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1801
1853 case range_bow: 1802 if (pl->golem)
1803 {
1804 control_golem (op->contr->golem, dir);
1805 return false;
1806 }
1807
1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
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:
1854 player_fire_bow(op, dir); 1824 player_fire_bow (op, dir);
1855 return; 1825 break;
1856 1826
1857 case range_magic: /* Casting spells */ 1827 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1829 break;
1860 1830
1861 case range_misc: 1831 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1832 apply_map_builder (op, dir);
1886 return; 1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1887 default: 1839 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1840 fire_misc_object (op, dir);
1889 return; 1841 break;
1890 } 1842 }
1891}
1892 1843
1893 1844 return true;
1845}
1894 1846
1895/* find_key 1847/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1852 * pl is the player,
1901 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1904 */ 1856 */
1905 1857object *
1906object * find_key(object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1907{ 1859{
1908 object *tmp,*key; 1860 object *tmp, *key;
1909 1861
1910 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1863 if (!container->inv)
1864 return 0;
1912 1865
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1869 if (door->type == DOOR && tmp->type == KEY)
1870 break;
1916 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1918 */ 1873 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1875 break;
1921 } 1876 }
1877
1922 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1881 * a key, return
1926 */ 1882 */
1927 if (!tmp) { 1883 if (!tmp)
1884 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1929 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1888 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1890 if ((key = find_key (pl, tmp, door)))
1891 return key;
1932 } 1892 }
1933 } 1893 }
1894
1895 if (!tmp)
1934 if (!tmp) return NULL; 1896 return NULL;
1935 } 1897 }
1898
1936 /* 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,
1937 * see if we actually want to use it 1900 * see if we actually want to use it
1938 */ 1901 */
1939 if (pl!=container) { 1902 if (pl != container)
1903 {
1940 /* Only let players use keys in containers */ 1904 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1905 if (!pl->contr)
1906 return NULL;
1942 /* cases where this fails: 1907 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1908 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1909 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1910 * If the container is not active, return now since only active
1946 * containers can be used. 1911 * containers can be used.
1947 * If we only search keyrings and the container does not have 1912 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1913 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1914 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1915 * inv must have been an container and must have been active.
1951 * 1916 *
1952 * Change the color so that the message doesn't disappear with 1917 * Change the color so that the message doesn't disappear with
1953 * all the others. 1918 * all the others.
1954 */ 1919 */
1955 if (pl->contr->usekeys == key_inventory || 1920 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1921 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1923 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1926 return NULL;
1964 } 1927 }
1965 } 1928 }
1929
1966 return tmp; 1930 return tmp;
1967} 1931}
1968 1932
1969/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1935 * such that the caller should not do anything more,
1972 * 0 otherwise 1936 * 0 otherwise
1973 */ 1937 */
1938static int
1974static int player_attack_door(object *op, object *door) 1939player_attack_door (object *op, object *door)
1975{ 1940{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1980 */ 1944 */
1981 object *key=find_key(op, op, door); 1945 object *key = find_key (op, op, door);
1982 1946
1983 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1984 if (key) { 1948 if (key)
1949 {
1985 object *container=key->env; 1950 object *container = key->env;
1986 1951
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1952 if (action_makes_visible (op))
1953 make_visible (op);
1954
1989 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
1990 if (door->type == DOOR) { 1958 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1960 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1961 {
1995 "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);
1996 remove_door2(door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1964 }
1965
1998 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1968
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1970 }
2004 } else if (door->type==LOCKED_DOOR) { 1971 else if (door->type == LOCKED_DOOR)
1972 {
2005 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1975 return 1;
2008 } 1976 }
1977
2009 return 0; 1978 return 0;
2010} 1979}
2011 1980
2012/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2017 */ 1986 */
2018 1987bool
2019void move_player_attack(object *op, int dir) 1988move_player_attack (object *op, int dir)
2020{ 1989{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1990 int on_battleground;
2024 mapstruct *m;
2025 1991
2026 nx=freearr_x[dir]+op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2028 1994
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1995 on_battleground = op_on_battleground (op, 0, 0);
2030 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
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2035 * 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
2036 * 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
2037 * 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
2038 * move_ob uses. 2013 * move_ob uses.
2039 */ 2014 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2015 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 2016
2052 mon = NULL;
2053 /* 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
2054 * 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.
2055 * 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
2056 * on the space 2020 * on the space
2021 */
2022 object *mon;
2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2024 {
2025 if ((mon->flag [FLAG_ALIVE]
2026 || mon->type == LOCKED_DOOR
2027 || mon->flag [FLAG_CAN_ROLL])
2028 && mon != op)
2029 break;
2030 }
2031
2032 if (!mon) /* This happens anytime the player tries to move */
2033 return false; /* into a wall */
2034
2035 mon = mon->head_ ();
2036
2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2039 if (player_attack_door (op, mon))
2057 */ 2040 {
2058 while (tmp!=NULL) { 2041 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 2042 return true;
2060 tmp=tmp->above; 2043 }
2061 continue; 2044
2045 /* The following deals with possibly attacking peaceful
2046 * or friendly creatures. Basically, all players are considered
2047 * unaggressive. If the moving player has peaceful set, then the
2048 * object should be pushed instead of attacked. It is assumed that
2049 * if you are braced, you will not attack friends accidently,
2050 * and thus will not push them.
2051 */
2052
2053 /* If the creature is a pet, push it even if the player is not
2054 * peaceful. Our assumption is the creature is a pet if the
2055 * player owns it and it is either friendly or unagressive.
2056 */
2057 if (op->type == PLAYER
2058 && ((mon->owner && mon->owner->contr
2059 && same_party (mon->owner->contr->party, op->contr->party))
2060 || mon->owner == op)
2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2062 {
2063 /* If we're braced, we don't want to switch places with it */
2064 if (op->contr->braced)
2065 return false;
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
2083 /* in certain circumstances, you shouldn't attack friendly
2084 * creatures. Note that if you are braced, you can't push
2085 * someone, but put it inside this loop so that you won't
2086 * attack them either.
2087 */
2088 if ((mon->type == PLAYER || mon->enemy != op)
2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2090 && ((op->contr->peaceful
2091 || (mon->type == PLAYER && mon->contr->peaceful))
2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2095 {
2096 --op->speed_left;
2097
2098 if (!op->contr->braced)
2099 {
2100 op->play_sound (sound_find ("push_player"));
2101 push_ob (mon, dir, op);
2062 } 2102 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2103 else
2064 mon = tmp; 2104 op->statusmsg ("You withhold your attack");
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2105
2075 if(mon->head != NULL) 2106 if (op->contr->tmp_invis || op->hide)
2076 mon = mon->head; 2107 make_visible (op);
2077 2108
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2109 return true;
2079 if (player_attack_door(op, mon)) return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 2110 }
2106 /* If we're braced, we don't want to switch places with it */ 2111 }
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op);
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2139 * 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.
2140 */ 2114 */
2141 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
2142 recursive_roll(mon,dir,op); 2121 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2122 if (action_makes_visible (op))
2144 } 2123 make_visible (op);
2145 2124
2125 return true;
2126 }
2127 }
2146 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2147 * 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
2148 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2149 * 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
2150 * 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.
2151 */ 2133 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2136 {
2156 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 } 2138 {
2184 } /* if player should attack something */ 2139 --op->contr->weapon_sp_left;
2185}
2186 2140
2141 skill_attack (mon, op, 0, 0, 0);
2142
2143 if (action_makes_visible (op))
2144 make_visible (op);
2145
2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2187int move_player(object *op,int dir) { 2154move_player (object *op, int dir)
2155{
2188 int pick; 2156 int pick;
2189 2157
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 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;
2231} 2204}
2232 2205
2233/* 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
2234 * new client/server stuff. 2207 * new client/server stuff.
2235 * 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
2236 * the new speed values for commands. 2209 * the new speed values for commands.
2237 * 2210 *
2238 * 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.
2239 */ 2214 */
2215bool
2240int handle_newcs_player(object *op) 2216handle_newcs_player (object *op)
2241{ 2217{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2219 {
2220 if (op->speed_left > 0.f)
2221 {
2222 --op->speed_left;
2259 flee_player(op); 2223 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2224
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2225 return true;
2264 } 2226 }
2227 else
2228 return false;
2265 } 2229 }
2266 2230
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* 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
2280 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2233 * called, so we recheck it here.
2282 */ 2234 */
2283 HandleClient(&op->contr->socket, op->contr); 2235 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2236 return true;
2285 2237
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction); 2239 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2240
2296 else return 0; 2241 return false;
2297 } 2242}
2243
2244int
2245save_life (object *op)
2246{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2248 return 0;
2299}
2300 2249
2301int save_life(object *op) { 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2252 {
2253 op->play_sound (sound_find ("ob_evaporate"));
2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2255
2256 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2258
2259 if (op->stats.hp < 0)
2260 op->stats.hp = op->stats.maxhp;
2261
2262 if (op->stats.food < 0)
2263 op->stats.food = 999;
2264
2265 op->update_stats ();
2305 return 0; 2266 return 1;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 } 2267 }
2268
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2271 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2272 return 0;
2329} 2273}
2330 2274
2331/* 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
2332 * 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
2333 * 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
2334 * from. 2278 * from.
2335 */ 2279 */
2280static void
2336void remove_unpaid_objects(object *op, object *env) 2281drop_unpaid_items (object *op, object *env)
2337{ 2282{
2338 object *next;
2339
2340 while (op) { 2283 while (op)
2284 {
2341 next=op->below; /* Make sure we have a good value, in case 2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2286
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2288 op->insert_at (env);
2346 op->x = env->x; 2289 else if (op->inv)
2347 op->y = env->y; 2290 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2291
2349 esrv_del_item(env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next; 2292 op = next;
2354 } 2293 }
2355} 2294}
2356 2295
2296void
2297object::drop_unpaid_items ()
2298{
2299 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this);
2301}
2357 2302
2358/* 2303/*
2359 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2364 */ 2309 */
2310const char *
2365char *gravestone_text (object *op) 2311gravestone_text (object *op)
2366{ 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 {
2367 static char buf2[MAX_BUF]; 2331 static char buf2[128];
2368 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2332 time_t now = time (NULL);
2370
2371 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2374 else
2375 sprintf (buf, "%s\n", op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER) {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2391 strcat (buf2, buf); 2335 }
2336
2392 return buf2; 2337 return buf;
2393} 2338}
2394 2339
2395 2340void
2396
2397void do_some_living(object *op) { 2341do_some_living (object *op)
2342{
2398 int last_food=op->stats.food; 2343 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2344 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2345 int over_hp, over_sp, over_grace;
2401 int i; 2346 int i;
2402 int rate_hp = 1200; 2347 int rate_hp = 1200;
2403 int rate_sp = 2500; 2348 int rate_sp = 2500;
2404 int rate_grace = 2000; 2349 int rate_grace = 2000;
2405 const int max_hp = 1; 2350 const int max_hp = 1;
2406 const int max_sp = 1; 2351 const int max_sp = 1;
2407 const int max_grace = 1; 2352 const int max_grace = 1;
2408 2353
2409 if (op->contr->outputs_sync) { 2354 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2355 {
2411 if (op->contr->outputs[i].buf!=NULL && 2356 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2357 /* the socket code flashes the player visible/invisible
2413 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--;
2414 } 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 }
2415 2372
2416 if(op->contr->state==ST_PLAYING) { 2373 if (op->contr->ns->state == ST_PLAYING)
2417 2374 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2376 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2377 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2378 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2379 else
2380 {
2423 gen_hp = op->stats.maxhp; 2381 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2382 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2383 }
2384
2426 if(op->contr->gen_sp >= 0 ) 2385 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2386 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2387 else
2388 {
2429 gen_sp = op->stats.maxsp; 2389 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2390 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2391 }
2392
2432 if(op->contr->gen_grace >= 0) 2393 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2395 else
2396 {
2435 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 }
2438
2439 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 } 2399 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2400
2473 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2403 if (--op->last_grace < 0)
2404 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2405 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2406 op->stats.grace++; /* no penalty in food for regaining grace */
2407
2478 if(max_grace>1) { 2408 if (max_grace > 1)
2409 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2411 if (over_grace > 0)
2412 {
2481 op->stats.sp += over_grace 2413 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2414 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2415 op->last_grace = 0;
2416 }
2484 } else { 2417 else
2418 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2419 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2420 }
2486 } 2421 }
2487 } else { 2422 else
2423 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2425 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2491 }
2492
2493 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) {
2495 if(op->stats.hp<op->stats.maxhp) {
2496 op->stats.hp++;
2497 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2499 op->stats.food--;
2500 if(op->contr->digestion<0)
2501 op->stats.food+=op->contr->digestion;
2502 else if(op->contr->digestion>0 &&
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food;
2505 } 2427 }
2506 } 2428
2507 if(max_hp>1) { 2429 if (op->stats.food > 0)
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 } 2430 {
2516 } else { 2431 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2432 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2433 {
2519 } 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2435
2521 /* Digestion */ 2436 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2437 {
2523#ifdef COZY_SERVER 2438 op->stats.sp++;
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0,
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531 2439
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2534 else
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2440 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2538 }
2539 }
2540
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2542 object *tmp, *flesh=NULL;
2543
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0);
2549 if(op->stats.food>=0||op->stats.hp<0)
2550 break; 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 }
2551 } 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
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--;
2524 }
2525
2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2527 {
2528 object *flesh = 0;
2529
2530 for_inv_removable (op, tmp)
2531 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 {
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
2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2542 break;
2543 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2544 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2545 flesh = tmp;
2554 } /* end of for loop */ 2546 }
2547
2555 /* 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
2556 * eat flesh instead. 2549 * eat flesh instead.
2557 */ 2550 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2559 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.>");
2560 manual_apply(op,flesh,0); 2555 manual_apply (op, flesh, 0);
2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2561 } 2565 {
2562 } /* end if player is starving */ 2566 op->stats.hp += op->stats.food;
2567 op->stats.food = 0;
2568 }
2563 2569
2564 while(op->stats.food<0&&op->stats.hp>0) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2565 op->stats.food++,op->stats.hp--;
2566
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2568 kill_player(op); 2571 kill_player (op);
2572 }
2569} 2573}
2570
2571
2572 2574
2573/* 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.
2574 * 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
2575 * permadeath, no lifesave), this will take care of removing the player 2577 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2578 * file.
2577 */ 2579 */
2580void
2578void kill_player(object *op) 2581kill_player (object *op)
2579{ 2582{
2583 int x, y;
2580 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2581 int x,y,i;
2582 mapstruct *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2583 int z;
2584 int num_stats_lose;
2585 int lost_a_stat;
2586 int lose_this_stat;
2587 int this_stat;
2588 int will_kill_again; 2586 int will_kill_again;
2589 archetype *at; 2587 archetype *at;
2590 object *tmp; 2588 object *tmp;
2591 2589
2592 if(save_life(op)) 2590 if (save_life (op))
2593 return; 2591 return;
2594 2592
2595
2596 /* 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
2597 * 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.
2598 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2596 */
2600 if (op_on_battleground(op, &x, &y)) { 2597 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2598 {
2602 "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 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...");
2604 "Local medics have saved your life..."); 2601
2605
2606 /* restore player */ 2602 /* restore player */
2607 at = find_archetype("poisoning"); 2603 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2605 {
2610 remove_ob(tmp); 2606 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2608 }
2609
2610 at = archetype::find ("confusion");
2611 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2612 {
2614 2613 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2615 }
2622 2616
2623 cure_disease(op,0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2619 if (op->stats.food <= 0)
2626 2620 op->stats.food = 999;
2621
2627 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 {
2631 sprintf(buf,"%s's finger",op->name);
2632 tmp->name = add_string(buf);
2633 sprintf(buf," This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level),
2636 op->contr->killer);
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0;
2639 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 } 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);
2643 2636 }
2637
2644 /* teleport defeated player to new destination*/ 2638 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2640 op->contr->braced = 0;
2647 return; 2641 return;
2648 } 2642 }
2649 2643
2650 INVOKE_PLAYER (DEATH, op->contr); 2644 INVOKE_PLAYER (DEATH, op->contr);
2651 2645
2652 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2653 2647
2654 if(op->stats.food<0) { 2648 if (op->stats.food < 0)
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name);
2662 strcpy(op->contr->killer,"starvation");
2663 } 2649 {
2664 else { 2650 op->contr->killer = archetype::get ("killer_starvation");
2665 if (op->contr->explore) { 2651 op->contr->killer->destroy ();
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name);
2672 } 2652 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2653
2654 op->contr->play_sound (sound_find ("player_dies"));
2655
2675 /* save the map location for corpse, gravestone*/ 2656 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2657 x = op->x;
2658 y = op->y;
2659 map = op->map;
2677 2660
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2661 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * 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.
2682 * 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.
2683 */ 2664 */
2684 2665
2685 /* Basically two ways to go - remove a stat permanently, or just 2666 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2667 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2668 * of death.
2688 */ 2669 */
2689#ifndef COZY_SERVER 2670#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2671 if (settings.balanced_stat_loss)
2672 {
2691 /* If stat loss is permanent, lose one stat only. */ 2673 /* If stat loss is permanent, lose one stat only. */
2692 /* 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
2693 more if they do. */ 2675 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2676 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2677 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2678 little bit harder. */
2697 /* GD */ 2679 /* GD */
2698 if (settings.stat_loss_on_death) 2680 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2681 num_stats_lose = 1;
2704 } 2682 else
2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2684 }
2685 else
2686 num_stats_lose = 1;
2687
2705 lost_a_stat = 0; 2688 lost_a_stat = 0;
2706 2689
2707 for (z=0; z<num_stats_lose; z++) { 2690 for (z = 0; z < num_stats_lose; z++)
2691 {
2708 i = RANDOM() % NUM_STATS; 2692 i = RANDOM () % NUM_STATS;
2709 2693
2710 if (settings.stat_loss_on_death) { 2694 if (settings.stat_loss_on_death)
2695 {
2711 /* 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
2712 * what he lost. 2697 * what he lost.
2713 */ 2698 */
2714 change_attr_value(&(op->stats), i,-1); 2699 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2700 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2701 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2702 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2703 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2704 lost_a_stat = 1;
2720 } else { 2705 }
2706 else
2707 {
2721 /* deplete a stat */ 2708 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2709 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2710 object *dep;
2711
2712 dep = present_arch_in_ob (deparch, op);
2713 if (!dep)
2724 2714 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2715 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2716 insert_ob_in_ob (dep, op);
2729 } 2717 }
2730 lose_this_stat = 1; 2718 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2719 if (settings.balanced_stat_loss)
2720 {
2732 /* GD */ 2721 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2722 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2723 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2724 if (this_stat < 0)
2725 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2726 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2727 int keep_chance = this_stat * this_stat;
2728
2738 /* Yes, I am paranoid. Sue me. */ 2729 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2730 if (keep_chance < 1)
2740 keep_chance = 1; 2731 keep_chance = 1;
2741 2732
2742 /* There is a maximum depletion total per level. */ 2733 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2734 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2735 {
2744 lose_this_stat = 0; 2736 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2737 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2738 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2739 }
2756 } 2740 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2741 {
2766 if (this_stat>=-50) { 2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 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"); */
2772 } 2747 }
2773 } 2748 }
2774 } 2749 }
2775 } 2750
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2751 if (lose_this_stat)
2778 { 2752 {
2779 /* determine_god() seems to not work sometimes... why is this? 2753 this_stat = get_attr_value (&(dep->stats), i);
2780 Should I be using something else? GD */ 2754 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2755 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2756 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2757 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2758 * difference.
2785 " you.", god); 2759 */
2760 if (this_stat >= -50)
2786 else 2761 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2762 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2763 SET_FLAG (dep, FLAG_APPLIED);
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 op->update_stats ();
2766 lost_a_stat = 1;
2767 }
2789 } 2768 }
2769 }
2770 }
2771
2772 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat)
2774 {
2775 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */
2777 const char *god = determine_god (op);
2778
2779 if (god && (strcmp (god, "none")))
2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2781 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
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.");
2790#endif 2786#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2787
2794 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2789 * exp loss on the stone.
2796 */ 2790 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 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 ());
2801 FREE_AND_COPY(tmp->name_pl, buf);
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2797
2811 /**************************************/ 2798 /**************************************/
2812 /* */ 2799 /* */
2813 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
2816 /* */ 2803 /* */
2817 /**************************************/ 2804 /**************************************/
2818 2805
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2806 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2807 /* restore player */
2821 at = find_archetype("poisoning"); 2808 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2809 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2810
2824 remove_ob(tmp); 2811 if (tmp)
2825 free_object(tmp); 2812 {
2813 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2815 }
2828 2816
2829 at = find_archetype("confusion"); 2817 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2818 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2819 if (tmp)
2832 remove_ob(tmp); 2820 {
2833 free_object(tmp); 2821 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2823 }
2824
2836 cure_disease(op,0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2837 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
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2840 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2841 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2848
2849 /*
2850 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map.
2852 */
2853 op->drop_unpaid_items ();
2854
2855 /****************************************/
2856 /* */
2857 /* Move player to his current respawn- */
2858 /* position (usually last savebed) */
2859 /* */
2860 /****************************************/
2861
2862 enter_player_savebed (op);
2863
2864 op->contr->braced = 0;
2865
2866 /* it is possible that the player has blown something up
2867 * at his savebed location, and that can have long lasting
2868 * spell effects. So first see if there is a spell effect
2869 * on the space that might harm the player.
2870 */
2871 will_kill_again = 0;
2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2873 if (tmp->type == SPELL_EFFECT)
2874 will_kill_again |= tmp->attacktype;
2875
2876 if (will_kill_again)
2877 {
2878 object *force;
2879 int at;
2880
2881 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed = 0.1f;
2884 force->speed_left = -5.f;
2885 SET_FLAG (force, FLAG_APPLIED);
2886 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100;
2889
2890 insert_ob_in_ob (force, op);
2891 op->update_stats ();
2892
2893 }
2894
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2896}
2897
2898void
2899loot_object (object *op)
2900{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next;
2902
2903 op->close_container (); /* close open sack first */
2904
2905 for (tmp = op->inv; tmp; tmp = next)
2906 {
2907 next = tmp->below;
2908
2909 if (tmp->invisible)
2910 continue;
2911
2912 tmp->remove ();
2913 tmp->x = op->x, tmp->y = op->y;
2914
2915 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */
2917
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2845 /* 2919 {
2846 * Check to see if the player is in a shop. IF so, then check to see if 2920 if (tmp->nrof > 1)
2847 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map.
2849 */ 2921 {
2850 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2852 if (tmp->type == SHOP_FLOOR) {
2853 remove_unpaid_objects(op->inv, op);
2854 break;
2855 } 2924 }
2856 }
2857
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed(op);
2867
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0;
2872 save_player(op,1);
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again=0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type ==SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype;
2883 }
2884 if (will_kill_again) {
2885 object *force;
2886 int at;
2887
2888 force=get_archetype(FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1;
2891 force->speed_left=-5.0;
2892 SET_FLAG(force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) {
2894 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100;
2896 }
2897 insert_ob_in_ob(force, op);
2898 fix_player(op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else { 2925 else
2955 delete_character(op->name,1); 2926 tmp->destroy ();
2956 } 2927 }
2957 } 2928 else
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973}
2974
2975
2976void loot_object(object *op) { /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next;
2978
2979 if (op->container) { /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2984 next=tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2986 remove_ob(tmp);
2987 tmp->x=op->x,tmp->y=op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */
2989 loot_object(tmp);
2990 }
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2993 if(tmp->nrof>1) {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2995 free_object(tmp2);
2996 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 } else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0);
3001 } 2930 }
3002} 2931}
3003 2932
3004/* 2933/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3006 * 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
3007 * was changed. 2936 * was changed.
3008 */ 2937 */
3009 2938void
3010void fix_weight(void) { 2939fix_weight (void)
3011 player *pl; 2940{
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2942 {
3014 if(old == sum) 2943 sint32 old = pl->ob->carrying;
3015 continue; 2944
3016 fix_player(pl->ob); 2945 pl->ob->update_weight ();
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2946
3018 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 }
3019 } 2952 }
3020} 2953}
3021 2954
2955void
3022void fix_luck(void) { 2956fix_luck (void)
3023 player *pl; 2957{
3024 for (pl = first_player; pl != NULL; pl = pl->next) 2958 for_all_players (pl)
3025 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3026 change_luck(pl->ob, 0); 2960 pl->ob->change_luck (0);
3027} 2961}
3028
3029 2962
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3033 */ 2966 */
3034
3035void 2967void
3036cast_dust (object * op, object * throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3037{ 2969{
3038 object *skop, *spob; 2970 object *skop, *spob;
3039 2971
3040 skop = find_skill_by_name (op, throw_ob->skill); 2972 skop = find_skill_by_name (op, throw_ob->skill);
3041 2973
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 2974 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2975 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 2976 {
3045 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);
3046 op->name);
3047 return; 2978 return;
3048 } 2979 }
3049 2980
3050 spob = throw_ob->inv; 2981 spob = throw_ob->inv;
3051 2982
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2983 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 2984 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 2985 // errors should be reported as early as possible IMHO)
3055 if (!spob) 2986 if (!spob)
3056 { 2987 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2988 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 2989 return;
3060 } 2990 }
3061 2991
3062 if (op->type == PLAYER) 2992 if (op->type == PLAYER)
3063 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);
3064 2994
3065 cast_spell (op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3066 2996
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2997 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 2998}
3071 2999
3000void
3072void make_visible (object *op) { 3001make_visible (object *op)
3002{
3073 op->hide = 0; 3003 op->hide = 0;
3074 op->invisible = 0; 3004 op->invisible = 0;
3005
3075 if(op->type==PLAYER) { 3006 if (op->type == PLAYER)
3007 {
3076 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3009 op->contr->invis_race = 0;
3078 } 3010 }
3011
3079 update_object(op,UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3080} 3013}
3081 3014
3015int
3082int is_true_undead(object *op) { 3016is_true_undead (object *op)
3083 object *tmp=NULL; 3017{
3084
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3019 return 1;
3086 3020
3087 if(op->type==PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3091 return 0; 3021 return 0;
3092} 3022}
3093 3023
3094/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3026 * indicate greater hideability.
3097 */ 3027 */
3098 3028int
3099int hideability(object *ob) { 3029hideability (object *ob)
3030{
3100 int i,level=0, mflag; 3031 int i, level = 0, mflag;
3101 sint16 x,y; 3032 sint16 x, y;
3102 3033
3103 if(!ob||!ob->map) return 0; 3034 if (!ob || !ob->map)
3035 return 0;
3104 3036
3105 /* so, on normal lighted maps, its hard to hide */ 3037 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3038 level = ob->map->darkness - 2;
3107 3039
3108 /* this also picks up whether the object is glowing. 3040 /* this also picks up whether the object is glowing.
3109 * 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
3110 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3043 if (has_carried_lights (ob))
3044 level = -(10 + (2 * ob->map->darkness));
3112 3045
3113 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3114 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 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3052 if (mflag & P_OUT_OF_MAP)
3053 continue;
3054
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3056 level += 2;
3119 else /* open terrain! */ 3057 else /* open terrain! */
3120 level -= 1; 3058 level -= 1;
3121 } 3059 }
3122 3060
3123#if 0 3061#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3062 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3063#endif
3126 return level; 3064 return level;
3127} 3065}
3128 3066
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3071 */
3134 3072void
3135void do_hidden_move (object *op) { 3073do_hidden_move (object *op)
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3074{
3137 object *skop; 3075 int hide = 0;
3138 3076
3139 if(!op || !op->map) return; 3077 if (!op || !op->map)
3078 return;
3140 3079
3141 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);
3142 3082
3143 /* 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! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3084 if (op->type == PLAYER && op->contr->run_on)
3145 if(!skop || num >= skop->level) { 3085 if (!skop || num >= skop->level)
3086 {
3146 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!");
3147 make_visible(op);
3148 return;
3149 } else num += 20;
3150 }
3151 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */
3153 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3155 make_visible(op); 3088 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3089 return;
3157 "You moved out of hiding! You are visible!");
3158 } 3090 }
3091 else
3092 num += 20;
3093
3094 num += op->map->difficulty;
3095 hide = hideability (op); /* modify by terrain hidden level */
3096 num -= hide;
3097
3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3099 {
3100 make_visible (op);
3101
3102 if (op->type == PLAYER)
3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3104 }
3159 else if (op->type == PLAYER && skop) { 3105 else if (op->type == PLAYER && skop)
3160 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);
3161 }
3162} 3107}
3163 3108
3164/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3165 3110
3111int
3166int stand_near_hostile( object *who ) { 3112stand_near_hostile (object *who)
3113{
3167 object *tmp=NULL; 3114 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3115 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3116 maptile *m;
3170 sint16 x,y; 3117 sint16 x, y;
3171 3118
3172 if(!who) return 0; 3119 if (!who)
3120 return 0;
3173 3121
3174 if(who->type==PLAYER) player=1; 3122 if (who->type == PLAYER)
3123 player = 1;
3124
3125 else
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3176 3127
3177 /* search adjacent squares */ 3128 /* search adjacent squares */
3178 for(i=1;i<9;i++) { 3129 for (i = 1; i < 9; i++)
3130 {
3179 x = who->x+freearr_x[i]; 3131 x = who->x + freearr_x[i];
3180 y = who->y+freearr_y[i]; 3132 y = who->y + freearr_y[i];
3181 m = who->map; 3133 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y); 3134 mflags = get_map_flags (m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not 3135 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space. 3136 * blocked, don't need to check this space.
3185 */ 3137 */
3186 if (mflags & P_OUT_OF_MAP) continue; 3138 if (mflags & P_OUT_OF_MAP)
3139 continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 3141 continue;
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3142
3190 if((player||friendly) 3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 {
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 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)
3192 return 1; 3151 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 } 3152 }
3199 } 3153 }
3200 } 3154 }
3201 return 0; 3155 return 0;
3202} 3156}
3203 3157
3204/* check the player los field for viewability of the 3158/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3206 * 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
3207 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3213 * 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.
3214 * -b.t. 3168 * -b.t.
3215 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3216 */ 3170 */
3217 3171int
3218int player_can_view (object *pl,object *op) { 3172player_can_view (object *pl, object *op)
3173{
3219 rv_vector rv; 3174 rv_vector rv;
3220 int dx,dy; 3175 int dx, dy;
3221 3176
3222 if(pl->type!=PLAYER) { 3177 if (pl->type != PLAYER)
3178 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1; 3180 return -1;
3225 } 3181 }
3226 if (!pl || !op) return 0;
3227 3182
3228 if(op->head) { op = op->head; } 3183 if (!pl || !op)
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1;
3249 op = op->more;
3250 }
3251 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;
3252} 3214}
3253 3215
3254/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3218 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3219 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3220 * return 0.
3259 */ 3221 */
3222int
3260int action_makes_visible (object *op) { 3223action_makes_visible (object *op)
3261 3224{
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3228 return 0;
3265 3229
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3267 3232
3268 /* If monsters, they should become visible */ 3233 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3270 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");
3271 return 1; 3237 return 1;
3272 } 3238 }
3273 } 3239 }
3240
3274 return 0; 3241 return 0;
3275} 3242}
3276 3243
3277/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3246 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3247 * -exit-coord. (and if x, y not NULL)
3281 * 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
3282 * 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
3283 * 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
3284 */ 3251 */
3252int
3285int op_on_battleground (object *op, int *x, int *y) { 3253op_on_battleground (object *op, int *x, int *y)
3286 object *tmp; 3254{
3287
3288 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3289 * 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),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3264 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3297 strcmp(tmp->name, "battleground")==0 && 3266 && tmp->type == BATTLEGROUND
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3270 /* before we assign the exit, check if this is a teambattle */
3300 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))
3301 object *invtmp; 3272 {
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3274 {
3303 if(invtmp->type==FORCE && invtmp->slaying && 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3276 {
3305 if (x != NULL && y != NULL) 3277 if (x && y)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3307 return 1; 3280 return 1;
3281 }
3308 } 3282 }
3309 } 3283 }
3310 } 3284
3311 if (x != NULL && y != NULL) 3285 if (x && y)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3313 return 1; 3288 return 1;
3289 }
3314 } 3290 }
3315 }
3316 } 3291 }
3292
3317 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3318 return 0; 3294 return 0;
3319} 3295}
3320 3296
3321/* 3297/*
3325 * attributes: 3301 * attributes:
3326 * object *who the dragon player 3302 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3303 * int atnr the attack-number of the ability focus
3328 * int level ability level 3304 * int level ability level
3329 */ 3305 */
3306void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3307dragon_ability_gain (object *who, int atnr, int level)
3308{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3309 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3310 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3311 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3312 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3314 int i = 0, j = 0;
3337 3315
3338 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3325
3348 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3327 return;
3328
3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3330
3331 if (!tr || !tr->item)
3332 {
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3334 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = tr->item;
3339
3340 if (item->type == SPELL)
3341 {
3342 if (check_spell_known (who, item->name))
3349 return; 3343 return;
3350 3344
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3345 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352 tr = tr->next, i++); 3346 do_learn_spell (who, item, 0);
3353 3347 return;
3354 if (tr == NULL || tr->item == NULL) { 3348 }
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK)
3352 {
3353 if (!item->inv)
3354 {
3355 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3356 return;
3357 }
3358 if (check_spell_known (who, item->inv->name))
3356 return; 3359 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL) {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK) {
3373 if (!item->inv) {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3375 item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3379 return;
3380 if (item->invisible) { 3360 if (item->invisible)
3361 {
3381 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);
3382 do_learn_spell (who, item->inv, 0); 3363 do_learn_spell (who, item->inv, 0);
3383 return; 3364 return;
3384 } 3365 }
3385 } 3366 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3367 else if (item->type == SKILL_TOOL && item->invisible)
3368 {
3387 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 {
3388 3371
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3372 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * 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
3391 * 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,
3392 * but not all of them, he gets nothing. 3375 * but not all of them, he gets nothing.
3393 */ 3376 */
3394 if (!(skop->attacktype & item->attacktype)) { 3377 if (!(skop->attacktype & item->attacktype))
3378 {
3395 /* Give new attacktype */ 3379 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3380 skop->attacktype |= item->attacktype;
3397 3381
3398 /* always add physical if there's none */ 3382 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3383 skop->attacktype |= AT_PHYSICAL;
3400 3384
3401 if (item->msg != NULL) 3385 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3386 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3387
3404 /* Give player new face */ 3388 /* Give player new face */
3405 if (item->animation_id) { 3389 if (item->animation_id)
3390 {
3406 who->face = skop->face; 3391 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3392 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3393 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3394 who->last_anim = 0;
3410 who->state = 0; 3395 who->state = 0;
3411 animate_object(who, who->direction); 3396 animate_object (who, who->direction);
3412 } 3397 }
3413 } 3398 }
3414 } 3399 }
3415 } 3400 }
3416 else if (item->type == FORCE) { 3401 else if (item->type == FORCE)
3402 {
3417 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3404 object *skin;
3405
3419 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3420 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)
3421 skin=skin->below); 3408 ;
3422 if (skin == NULL) return; 3409
3423 3410 if (!skin)
3411 return;
3412
3424 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3415 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3416 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3417
3428 /* print message */ 3418 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3419 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3420 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3421 {
3431 if(item->path_attuned & (1<<i)) { 3422 if (item->path_attuned & (1 << i))
3423 {
3432 if (j) 3424 if (j)
3433 strcat(buf," and "); 3425 strcat (buf, " and ");
3434 else 3426 else
3435 j = 1; 3427 j = 1;
3436 strcat(buf, spellpathnames[i]); 3428 strcat (buf, spellpathnames[i]);
3437 } 3429 }
3438 } 3430 }
3439 strcat(buf,"."); 3431 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3433 }
3442 3434
3443 /* evtl. adding flags: */ 3435 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3436 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3437 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3438 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3439 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3441 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3442
3451 /* print message if there is one */ 3443 /* print message if there is one */
3452 if (item->msg != NULL) 3444 if (item->msg != NULL)
3453 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
3454 } 3448 {
3455 else {
3456 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3458 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));
3459 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3460 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp);
3462 } 3453 }
3463} 3454}
3464 3455
3465/** 3456/**
3466 * 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
3467 * not readied. 3458 * not readied.
3468 */ 3459 */
3460void
3469void player_unready_range_ob(player *pl, object *ob) { 3461player_unready_range_ob (player *pl, object *ob)
3470 rangetype i; 3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3471 3465
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3466 if (pl->combat_ob == ob)
3473 if (pl->ranges[i] == ob) { 3467 pl->combat_ob = 0;
3474 pl->ranges[i] = NULL; 3468
3475 if (pl->shoottype == i) { 3469 if (pl->ranged_ob == ob)
3476 pl->shoottype = range_none; 3470 pl->ranged_ob = 0;
3477 }
3478 }
3479 }
3480} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines