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 1.17 by pippijn, Thu Sep 7 10:01:58 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 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) 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.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{ 331{
205 object *op = arch_to_object (get_player_archetype (NULL)); 332 observe = op ? op : ob;
206 int i; 333 do_los = 1;
334}
207 335
208 if (!p) 336player::player ()
209 { 337{
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 p->clear ();
233
234 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 339 * we deal with that below this point.
236 */ 340 */
237 p->party = NULL; 341 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 342 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 344
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
248 346
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 347 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 348 bowtype = bow_normal;
266 p->petmode = pet_normal; 349 petmode = pet_normal;
267 p->listening = 10; 350 listening = 10;
268 p->usekeys = containers; 351 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 353 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 354
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 355 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 356 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 357}
278 358
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 359void
360player::do_destroy ()
361{
362 disconnect ();
280 363
281 /* we need to clear these to -1 and not zero - otherwise, 364 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 365
283 * send new values to the client, as things like exp start 366 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 367 {
291 for (i = 0; i < NROFATTACKS; i++) 368 ob->destroy_inv (false);
369 ob->destroy ();
292 { 370 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 371
298 p->socket.update_look = 0; 372 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 373}
302 374
303/* This loads the first map an puts the player on it. */ 375player::~player ()
304static void set_first_map(object *op)
305{ 376{
306 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
307 op->x = -1; 378 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 379}
311 380
312/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
314 * mode. 383 * mode.
315 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
316 389
317int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 391
320 p=get_player(NULL); 392 pl->ob->roll_stats ();
321 p->socket = *ns; 393 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 394 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 395
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 396 set_first_map (pl->ob);
332 397
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 398 return pl;
340} 399}
341 400
342/* 401/*
343 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
346 */ 405 */
406archetype *
347archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
348{ 408{
349 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
350 for (;;) { 417 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 418 {
362} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
363 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
364 428
429object *
365object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
366 object *op = NULL; 432 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 433 objectlink *ol;
369 unsigned lastdist; 434 unsigned lastdist;
370 rv_vector rv; 435 rv_vector rv;
371 436
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 438 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 440 continue;
399 441
400 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
443 {
401 op=ol->ob; 444 op = ol->ob;
402 lastdist=rv.distance; 445 lastdist = rv.distance;
403 } 446 }
404 } 447 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 448
449 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 450 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 451 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 452 {
413 } 453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
414#if 0 457#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 459#endif
417 return op; 460 return op;
418} 461}
419 462
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 463/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 464 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 481 * is probably not a good thing.
439 */ 482 */
440#define MAX_SPACES 50 483#define MAX_SPACES 50
441
442 484
443/* 485/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 501 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 502 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 503 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 504 * is blocking itself.
463 */ 505 */
506int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
465 rv_vector rv; 509 rv_vector rv;
466 sint16 x,y; 510 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
469 513
470 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
471 515
472 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
517 return 0;
473 518
474 x=mon->x; 519 x = mon->x;
475 y=mon->y; 520 y = mon->y;
476 m=mon->map; 521 m = mon->map;
477 dir = rv.direction; 522 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
480 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 527 if (diff > max)
528 return 0;
529
482 while (diff >1 && max>0) { 530 while (diff > 1 && max > 0)
531 {
483 lastx = x; 532 lastx = x;
484 lasty = y; 533 lasty = y;
485 lastmap = m; 534 lastmap = m;
486 x = lastx + freearr_x[dir]; 535 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 536 y = lasty + freearr_y[dir];
488 537
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 538 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 540
492 /* Space is blocked - try changing direction a little */ 541 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
495 /* recalculate direction from last good location. Possible 545 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 546 * we were not traversing ideal location before.
497 */ 547 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 549 if (rv.direction != dir)
550 {
500 /* OK - says direction should be different - lets reset the 551 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 552 * the values so it will try again.
502 */ 553 */
503 x = lastx; 554 x = lastx;
504 y = lasty; 555 y = lasty;
505 m = lastmap; 556 m = lastmap;
506 dir = firstdir = rv.direction; 557 dir = firstdir = rv.direction;
558 }
507 } else { 559 else
560 {
508 /* direct path is blocked - try taking a side step to 561 /* direct path is blocked - try taking a side step to
509 * either the left or right. 562 * either the left or right.
510 * Note increase the values in the loop below to be 563 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 564 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 565 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 566 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 567 * stepping back and forth
515 */ 568 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 572 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 573 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 574 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 575 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 576 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 577 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 578 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 579 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 580 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 581 * the last direction the creature has successfully
527 * moved. 582 * moved.
528 */ 583 */
529 584
530 x = lastx + freearr_x[absdir(lastdir+i)]; 585 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 586 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 587 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 588 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 589 if (mflags & P_OUT_OF_MAP)
590 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 594 if (mflags & P_BLOCKSVIEW)
595 continue;
538 596
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
540 } 599 }
541 /* go through entire loop without finding a valid 600 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 601 * sidestep to take - thus, no valid path.
543 */ 602 */
544 if (i==(DETOUR_AMOUNT+1)) 603 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 604 return 0;
546 diff--; 605 diff--;
547 lastdir=dir; 606 lastdir = dir;
548 max--; 607 max--;
549 if (!firstdir) firstdir = dir+i; 608 if (!firstdir)
609 firstdir = dir + i;
550 } /* else check alternate directions */ 610 } /* else check alternate directions */
551 } /* if blocked */ 611 } /* if blocked */
552 else { 612 else
613 {
553 /* we moved towards creature, so diff is less */ 614 /* we moved towards creature, so diff is less */
554 diff--; 615 diff--;
555 max--; 616 max--;
556 lastdir=dir; 617 lastdir = dir;
618 if (!firstdir)
557 if (!firstdir) firstdir = dir; 619 firstdir = dir;
620 }
621
622 if (diff <= 1)
558 } 623 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 625 * headed toward player for entire distance.
562 */ 626 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 629 }
566 if (diff>max) return 0; 630
631 if (diff > max)
632 return 0;
567 } 633 }
634
568 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 636 if (!max)
637 return 0;
570 638
571 return firstdir; 639 return firstdir;
572} 640}
573 641
642void
574void give_initial_items(object *pl,treasurelist *items) { 643give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 644{
576
577 if(pl->randomitems!=NULL) 645 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 647
580 for (op=pl->inv; op; op=next) { 648 for (object *next, *op = pl->inv; op; op = next)
649 {
581 next = op->below; 650 next = op->below;
582 651
583 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 654 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 656 SET_FLAG (op, FLAG_APPLIED);
588 657
589 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 659 * by this player due to race restrictions
591 */ 660 */
592 if (pl->type == PLAYER) { 661 if (pl->type == PLAYER)
662 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
594 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 668 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 670 {
603 } 671 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 672 continue;
623 } 673 }
624 if (op->nrof > 1) op->nrof = 1; 674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 683 {
684 object *tmp;
626 685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
627 if (op->type == SPELLBOOK && op->inv) { 701 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 }
630 703
631 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 706 * merged properly.
634 */ 707 */
635 if (need_identify(op)) { 708 if (need_identify (op))
709 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
639 } 716 {
640 if(op->type==SPELL) { 717 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 718 continue;
719 }
720 else if (op->type == SKILL)
644 } 721 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 723 op->stats.exp = 0;
648 op->level = 1; 724 op->level = 1;
649 } 725 }
650 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
653 729
654 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
655 link_player_skills(pl); 731 link_player_skills (pl);
656} 732}
657 733
658void get_name(object *op) { 734void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
731 if (party == NULL) { 737 if (party == NULL)
738 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 740 return;
734 } 741 }
742
735 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 747}
740
741 748
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int
743int roll_stat(void) { 751roll_stat (void)
752{
744 int a[4],i,j,k; 753 int a[4], i, j, k;
745 754
746 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
748 757
749 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 759 if (a[i] < k)
751 k=a[i],j=i; 760 k = a[i], j = i;
752 761
753 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 763 if (i != j)
755 k+=a[i]; 764 k += a[i];
756 } 765
757 return k; 766 return k;
758} 767}
759 768
760void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
761 int sum=0; 776 int sum = 0;
762 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
764 779
765 do { 780 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 781 break;
767 op->stats.Dex=roll_stat(); 782 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 783
778 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 786
787 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 789
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 790 stats.exp = 0;
818 op->stats.ac=0; 791 stats.ac = 0;
819 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
820 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
823 802
824 fix_player(op); 803 contr->orig_stats = stats;
804 }
805}
806
807void
808object::swap_stats (int a, int b)
809{
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
825 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
828 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
829} 835}
830 836
831void Roll_Again(object *op) 837static void
838start_info (object *op)
832{ 839{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
841 841
842 if ( op->contr->Swap_First == -1 ) { 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 844}
950 845
951/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
955 * not the class. 850 * not the class.
956 */ 851 */
957 852void
958int key_change_class(object *op, char key) 853player::chargen_race_done ()
959{ 854{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
974 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
976 864
977 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
978 866
979 if (op->msg) 867 if (ob->msg)
980 op->msg=NULL; 868 ob->msg = 0;
981 869
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 870 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 872 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op); 873 link_player_skills (ob);
995 esrv_send_inventory(op, op); 874 esrv_send_inventory (ob, ob);
996 fix_player(op); 875 ob->update_stats ();
997 876
998 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
999 * is one for this race 878 * is one for this race
1000 */ 879 */
1001 if(*first_map_ext_path) { 880 if (*first_map_ext_path)
1002 object *tmp; 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 char mapname[MAX_BUF]; 882 else
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 884}
1017 return 0;
1018 }
1019 885
886void
887player::chargen_race_next ()
888{
1020 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
1022 */ 891 */
1023 892
1024 tmp_loop = 0; 893 do
1025 while(!tmp_loop) { 894 {
1026 shstr name = op->name; 895 shstr name = ob->name;
1027 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
897
1028 remove_statbonus(op); 898 ob->remove_statbonus ();
1029 remove_ob (op); 899 ob->remove ();
1030 op->arch = get_player_archetype(op->arch); 900 ob->arch = get_player_archetype (ob->arch);
1031 copy_object (&op->arch->clone, op); 901 ob->arch->copy_to (ob);
1032 op->instantiate (); 902 ob->instantiate ();
1033 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
1034 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
1035 op->x = x; 905 ob->x = x;
1036 op->y = y; 906 ob->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 909 assign (ob->contr->title, ob->arch->object::name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 910 ob->add_statbonus ();
1042 tmp_loop=allowed_class(op);
1043 } 911 }
912 while (!allowed_class (ob));
913
1044 update_object(op,UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 915 esrv_update_item (UPD_FACE, ob, ob);
1046 fix_player(op); 916 ob->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
1049 op->stats.grace=0; 919 ob->stats.grace = 0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054} 920}
1055 921
1056int key_confirm_quit(object *op, char key) 922void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 923flee_player (object *op)
924{
1102 int dir,diff; 925 int dir, diff;
1103 rv_vector rv; 926 rv_vector rv;
1104 927
1105 if(op->stats.hp < 0) { 928 if (op->stats.hp < 0)
929 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 930 LOG (llevDebug, "Fleeing player is dead.\n");
1107 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)))
1108 return; 968 return;
1109 } 969 }
1110 970
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 973 op->enemy = NULL;
1145} 974}
1146
1147 975
1148/* 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.
1149 * 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
1150 * stop. 978 * stop.
1151 */ 979 */
980int
1152int check_pick(object *op) { 981check_pick (object *op)
982{
1153 object *tmp, *next; 983 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 984 int stop = 0;
1156 int j, k, wvratio; 985 int wvratio;
1157 char putstring[128], tmpstr[16]; 986 char putstring[128];
1158
1159 987
1160 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1162 return 1; 990 return 1;
1163 991
1164 op_tag = op->count;
1165
1166 next = op->below; 992 next = op->below;
1167 if (next) 993
1168 next_tag = next->count; 994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1169 996
1170 /* 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
1171 * destroyed */ 998 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 999 while (next && !next->destroyed ())
1173 { 1000 {
1174 tmp = next; 1001 tmp = next;
1175 next = tmp->below; 1002 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1003
1179 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 ())
1180 return 0; 1011 return 0;
1181 1012
1182 if ( ! can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1183 continue; 1014 continue;
1184 1015
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1017 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1189 continue; 1020 continue;
1190 } 1021 }
1191 1022
1192 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1024 if (!(op->contr->mode & PU_NEWMODE))
1025 {
1194 switch (op->contr->mode) { 1026 switch (op->contr->mode)
1027 {
1028 case 0:
1195 case 0: return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1196 case 1: pick_up (op, tmp); 1030 case 1:
1031 CHK_PICK_PICKUP;
1197 return 1; 1032 return 1;
1198 case 2: pick_up (op, tmp); 1033 case 2:
1034 CHK_PICK_PICKUP;
1199 return 0; 1035 return 0;
1036 case 3:
1200 case 3: return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1201 case 4: pick_up (op, tmp); 1038 case 4:
1039 CHK_PICK_PICKUP;
1202 break; 1040 break;
1203 case 5: pick_up (op, tmp); 1041 case 5:
1042 CHK_PICK_PICKUP;
1204 stop = 1; 1043 stop = 1;
1205 break; 1044 break;
1206 case 6: 1045 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1048 CHK_PICK_PICKUP;
1210 break; 1049 break;
1211 1050
1212 case 7: 1051 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1053 CHK_PICK_PICKUP;
1215 break; 1054 break;
1216 1055
1217 default: 1056 default:
1218 /* use value density */ 1057 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1))) 1060 CHK_PICK_PICKUP;
1222 >= op->contr->mode)
1223 pick_up(op,tmp);
1224 } 1061 }
1225 } 1062 }
1226 else { /* old model */ 1063 else
1064 { /* old model */
1227 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 1066 if (op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 { 1067 {
1248 sprintf(tmpstr,"%d ",k*32+j); 1068 /* some debugging code to figure out item information */
1249 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);
1250 } 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 }
1251 } 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 }
1252 } 1293 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 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;
1255#if 0 1315#if 0
1256 /* print the flags too */ 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1317 if (tmp->name != NULL)
1258 { 1318 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1319 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1320 }
1261 { 1321 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1263 if(!((j+1)%4))fprintf(stderr," "); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1325#endif
1268 } 1326 continue;
1269 /* philosophy: 1327 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1328 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1329 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1330 }
1429 } /* the new pickup model */ 1331
1430 }
1431 return ! stop; 1332 return !stop;
1432} 1333}
1433 1334
1434/* 1335/*
1435 * Find an arrow in the inventory and after that 1336 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1337 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1338 * found object is returned.
1438 */ 1339 */
1340object *
1439object *find_arrow(object *op, const char *type) 1341find_arrow (object *op, const char *type)
1440{ 1342{
1441 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);
1442 1346
1443 for(op=op->inv; op; op=op->below) 1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1445 QUERY_FLAG(op,FLAG_APPLIED)) 1349 if (object *arrow = find_arrow (tmp, type))
1446 tmp = find_arrow (op, type); 1350 {
1447 else if (op->type==ARROW && op->race==type) 1351 splay (tmp);
1448 return op; 1352 return arrow;
1353 }
1354
1449 return tmp; 1355 return 0;
1450} 1356}
1451 1357
1452/* 1358/*
1453 * 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
1454 * 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
1455 * 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
1456 * 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.
1457 */ 1363 */
1458 1364object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1366{
1461 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1463 1369
1464 if (!type) 1370 if (!type)
1465 return NULL; 1371 return NULL;
1466 1372
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1373 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1374 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1376 {
1470 i = 0; 1377 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1378 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1379 if (i > betterby)
1380 {
1473 tmp = ntmp; 1381 tmp = ntmp;
1474 betterby = i; 1382 betterby = i;
1475 } 1383 }
1384 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1385 else if (arrow->type == ARROW && arrow->race == type)
1386 {
1477 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1389 {
1480 if (arrow->attacktype & AT_DEATH) { 1390 if (arrow->attacktype & AT_DEATH)
1391 {
1481 *better = 100; 1392 *better = 100;
1482 return arrow; 1393 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1394 }
1487 } else { 1395 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1396 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1397 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1398 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1399 }
1504 } 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 }
1505 } 1423 }
1424 }
1506 } 1425 }
1426
1507 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1428 return find_arrow (op, type);
1509 1429
1510 *better = betterby; 1430 *better = betterby;
1511 return tmp; 1431 return tmp;
1512} 1432}
1513 1433
1514/* 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
1515 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1436 * op = the shooter
1517 * type = bow->race 1437 * type = bow->race
1518 * dir = fire direction 1438 * dir = fire direction
1519 */ 1439 */
1520 1440object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1522{ 1442{
1523 object *tmp = NULL; 1443 object *tmp = NULL;
1524 mapstruct *m; 1444 maptile *m;
1525 int i, mflags, found, number; 1445 int i, mflags, found, number;
1526 sint16 x, y; 1446 sint16 x, y;
1527 1447
1528 if (op->map == NULL) 1448 if (op->map == NULL)
1529 return find_arrow(op, type); 1449 return find_arrow (op, type);
1530 1450
1531 /* do a dex check */ 1451 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1452 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 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)))
1534 return find_arrow(op, type); 1454 return find_arrow (op, type);
1535 1455
1536 m = op->map; 1456 m = op->map;
1537 x = op->x; 1457 x = op->x;
1538 y = op->y; 1458 y = op->y;
1539 1459
1540 /* find the first target */ 1460 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1461 for (i = 0, found = 0; i < 20; i++)
1462 {
1542 x += freearr_x[dir]; 1463 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1464 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1465 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 {
1546 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)
1547 break; 1488 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1489 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1490 }
1565 if (tmp == NULL) 1491 if (tmp == NULL)
1566 return find_arrow(op, type); 1492 return find_arrow (op, type);
1567 1493
1568 if (tmp->head) 1494 if (tmp->head)
1569 tmp = tmp->head; 1495 tmp = tmp->head;
1570 1496
1571 return find_better_arrow(op, tmp, type, &i); 1497 return find_better_arrow (op, tmp, type, &i);
1572} 1498}
1573 1499
1574/* 1500/*
1575 * Creature fires a bow - op can be monster or player. Returns 1501 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1502 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1505 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1508 * player fire modes.
1583 */ 1509 */
1510int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1512{
1587 object *left, *bow; 1513 object *left, *bow;
1588 tag_t left_tag, tag; 1514 int mflags;
1589 int bowspeed, mflags; 1515 maptile *m;
1590 mapstruct *m;
1591 1516
1592 if (!dir) { 1517 if (!dir)
1518 {
1593 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!");
1594 return 0; 1520 return 0;
1521 }
1522
1523 if (op->contr)
1524 bow = op->current_weapon;
1525 else
1595 } 1526 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1530 */
1603 if(bow->type==BOW) 1531 if (bow->type == BOW)
1604 break; 1532 break;
1605 1533
1606 if (!bow) { 1534 if (!bow)
1535 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1537 return 0;
1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1609 } 1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1610 } 1547 }
1548
1611 if( !bow->race || !bow->skill) { 1549 if (!bow->race || !bow->skill)
1550 {
1612 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);
1613 return 0; 1552 return 0;
1614 } 1553 }
1615 1554
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1555 if (arrow == NULL)
1556 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1558 {
1626 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* 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 */
1630 else 1562 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1632 return 0; 1565 return 0;
1633 } 1566 }
1634 } 1567 }
1568
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1570 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1571 return 0;
1638 } 1572
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1573 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1574 {
1640 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.");
1641 return 0; 1576 return 0;
1642 } 1577 }
1643 1578
1644 /* this should not happen, but sometimes does */ 1579 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1580 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1581 {
1647 free_object(arrow); 1582 arrow->destroy ();
1648 return 0; 1583 return 0;
1649 } 1584 }
1650 1585
1651 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count; 1587 arrow = arrow->split ();
1653 arrow = get_split_ob(arrow, 1); 1588 if (!arrow)
1654 if (arrow == NULL) { 1589 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1591 return 0;
1657 } 1592 }
1658 set_owner(arrow, op); 1593
1594 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1596 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1597
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 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 */
1672 arrow->stats.hp = arrow->stats.dam; 1599 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1600 arrow->stats.grace = arrow->attacktype;
1601
1674 if (arrow->slaying != NULL) 1602 if (arrow->slaying)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1603 arrow->spellarg = strdup (arrow->slaying);
1676 1604
1677 /* Note that this was different for monsters - they got their level 1605#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1606 if (player *pl = op->contr)
1679 */
1680 1607 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1608 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1622 /* update the speed */
1686 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
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1624 + bow->stats.dam / 7.f;
1690 1625
1691 if (arrow->speed < 1.0) 1626 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1627 arrow->speed_left = 0;
1695 1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630
1696 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1632 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1634 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1640 }
1641 else
1642 {
1707 arrow->level = op->level; 1643 arrow->level = op->level;
1708 } 1644 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1645
1710 arrow->attacktype |= bow->attacktype; 1646 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1647 arrow->slaying = bow->slaying;
1713 1648
1714 arrow->map = m; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1651
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);
1715 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1658
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1660 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1661
1722 if (!was_destroyed(arrow, tag)) 1662 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1663 move_arrow (arrow);
1724 1664
1725 if (op->type == PLAYER) {
1726 if (was_destroyed (left, left_tag))
1727 esrv_del_item(op->contr, left_tag);
1728 else
1729 esrv_send_item(op, left);
1730 }
1731 return 1; 1665 return 1;
1732} 1666}
1733 1667
1734/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1669 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1670 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1671 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1672 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1673 * hence the function name.
1740 */ 1674 */
1675int
1741int player_fire_bow(object *op, int dir) 1676player_fire_bow (object *op, int dir)
1742{ 1677{
1743 int ret=0, wcmod=0; 1678 int ret = 0, wcmod = 0;
1744 1679
1745 if (op->contr->bowtype == bow_bestarrow) { 1680 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1681 {
1747 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);
1748 dir, 0, op->x, op->y); 1683 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1687 wcmod = -1;
1688
1752 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);
1753 op->x, op->y); 1690 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1691 else if (op->contr->bowtype == bow_threewide)
1692 {
1755 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);
1756 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)]);
1757 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 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1697 else if (op->contr->bowtype == bow_spreadshot)
1698 {
1759 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);
1760 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);
1761 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);
1762 1702 }
1763 } else { 1703 else
1704 {
1764 /* Simple case */ 1705 /* Simple case */
1765 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);
1766 } 1707 }
1708
1767 return ret; 1709 return ret;
1768} 1710}
1769
1770 1711
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1773 */ 1714 */
1715void
1774void fire_misc_object(object *op, int dir) 1716fire_misc_object (object *op, int dir)
1775{ 1717{
1776 object *item; 1718 object *item = op->contr->ranged_ob;
1777 1719
1778 if (!op->contr->ranges[range_misc]) { 1720 if (!item)
1721 {
1779 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.");
1780 return; 1723 return;
1781 } 1724 }
1782 1725
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1726 if (!item->inv)
1727 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1729 return;
1787 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1788 if (item->type == WAND) { 1735 if (item->type == WAND)
1736 {
1789 if(item->stats.food<=0) { 1737 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1738 {
1739 op->contr->play_sound (sound_find ("wand_poof"));
1791 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
1792 return; 1742 return;
1793 } 1743 }
1744 }
1794 } else if (item->type == ROD || item->type==HORN) { 1745 else if (item->type == ROD || item->type == HORN)
1746 {
1795 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);
1796 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
1797 if (item->type== ROD) 1755 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "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));
1800 else 1757 else
1801 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));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1759
1803 return; 1760 return;
1804 } 1761 }
1805 } 1762 }
1806 1763
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1765 {
1808 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 */
1809 if (item->type == WAND) { 1767 if (item->type == WAND)
1768 {
1810 if (!(--item->stats.food)) { 1769 if (!(--item->stats.food))
1770 {
1811 object *tmp; 1771 object *tmp;
1772
1812 if (item->arch) { 1773 if (item->arch)
1774 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1815 item->speed = 0; 1777 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1778 }
1818 if ((tmp=is_player_inv(item))) 1779
1780 if (object *pl = item->visible_to ())
1819 esrv_update_item(UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1820 } 1782 }
1821 } 1783 }
1822 else if (item->type == ROD || item->type==HORN) { 1784 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1785 drain_rod_charge (item);
1824 }
1825 } 1786 }
1826} 1787}
1827 1788
1828/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1829 */ 1790 */
1791bool
1830void fire(object *op,int dir) { 1792fire (object *op, int dir)
1793{
1831 int spellcost=0; 1794 int spellcost = 0;
1832 1795
1833 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1797 if (action_makes_visible (op))
1798 make_visible (op);
1835 1799
1836 switch(op->contr->shoottype) { 1800 player *pl = op->contr;
1837 case range_none:
1838 return;
1839 1801
1840 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:
1841 player_fire_bow(op, dir); 1824 player_fire_bow (op, dir);
1842 return; 1825 break;
1843 1826
1844 case range_magic: /* Casting spells */ 1827 case SPELL:
1845 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);
1846 return; 1829 break;
1847 1830
1848 case range_misc: 1831 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir ); 1832 apply_map_builder (op, dir);
1873 return; 1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1874 default: 1839 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1840 fire_misc_object (op, dir);
1876 return; 1841 break;
1877 } 1842 }
1878}
1879 1843
1880 1844 return true;
1845}
1881 1846
1882/* find_key 1847/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1852 * pl is the player,
1888 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1891 */ 1856 */
1892 1857object *
1893object * find_key(object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1894{ 1859{
1895 object *tmp,*key; 1860 object *tmp, *key;
1896 1861
1897 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1863 if (!container->inv)
1864 return 0;
1899 1865
1900 /* 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 */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1869 if (door->type == DOOR && tmp->type == KEY)
1870 break;
1903 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1905 */ 1873 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1875 break;
1908 } 1876 }
1877
1909 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1910 /* 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.
1911 * 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
1912 * a key, return 1881 * a key, return
1913 */ 1882 */
1914 if (!tmp) { 1883 if (!tmp)
1884 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1916 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1888 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1890 if ((key = find_key (pl, tmp, door)))
1891 return key;
1919 } 1892 }
1920 } 1893 }
1894
1895 if (!tmp)
1921 if (!tmp) return NULL; 1896 return NULL;
1922 } 1897 }
1898
1923 /* 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,
1924 * see if we actually want to use it 1900 * see if we actually want to use it
1925 */ 1901 */
1926 if (pl!=container) { 1902 if (pl != container)
1903 {
1927 /* Only let players use keys in containers */ 1904 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1905 if (!pl->contr)
1906 return NULL;
1929 /* cases where this fails: 1907 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1908 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1909 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1910 * If the container is not active, return now since only active
1933 * containers can be used. 1911 * containers can be used.
1934 * If we only search keyrings and the container does not have 1912 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1913 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1914 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1915 * inv must have been an container and must have been active.
1938 * 1916 *
1939 * Change the color so that the message doesn't disappear with 1917 * Change the color so that the message doesn't disappear with
1940 * all the others. 1918 * all the others.
1941 */ 1919 */
1942 if (pl->contr->usekeys == key_inventory || 1920 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1921 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1923 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "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));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1926 return NULL;
1951 } 1927 }
1952 } 1928 }
1929
1953 return tmp; 1930 return tmp;
1954} 1931}
1955 1932
1956/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1935 * such that the caller should not do anything more,
1959 * 0 otherwise 1936 * 0 otherwise
1960 */ 1937 */
1938static int
1961static int player_attack_door(object *op, object *door) 1939player_attack_door (object *op, object *door)
1962{ 1940{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1967 */ 1944 */
1968 object *key=find_key(op, op, door); 1945 object *key = find_key (op, op, door);
1969 1946
1970 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1971 if (key) { 1948 if (key)
1949 {
1972 object *container=key->env; 1950 object *container = key->env;
1973 1951
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1952 if (action_makes_visible (op))
1953 make_visible (op);
1954
1976 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
1977 if (door->type == DOOR) { 1958 if (door->type == DOOR)
1978 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 */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1960 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1961 {
1982 "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);
1983 remove_door2(door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1964 }
1965
1985 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1968
1988 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1970 }
1991 } else if (door->type==LOCKED_DOOR) { 1971 else if (door->type == LOCKED_DOOR)
1972 {
1992 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
1993 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...");
1994 return 1; 1975 return 1;
1995 } 1976 }
1977
1996 return 0; 1978 return 0;
1997} 1979}
1998 1980
1999/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2004 */ 1986 */
2005 1987bool
2006void move_player_attack(object *op, int dir) 1988move_player_attack (object *op, int dir)
2007{ 1989{
2008 object *tmp, *mon;
2009 sint16 nx, ny;
2010 int on_battleground; 1990 int on_battleground;
2011 mapstruct *m;
2012 1991
2013 nx=freearr_x[dir]+op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2015 1994
2016 on_battleground = op_on_battleground(op, NULL, NULL); 1995 on_battleground = op_on_battleground (op, 0, 0);
2017 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
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2022 * 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
2023 * 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
2024 * 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
2025 * move_ob uses. 2013 * move_ob uses.
2026 */ 2014 */
2027 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);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 2016
2039 mon = NULL;
2040 /* 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
2041 * 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.
2042 * 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
2043 * 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))
2044 */ 2040 {
2045 while (tmp!=NULL) { 2041 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 2042 return true;
2047 tmp=tmp->above; 2043 }
2048 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);
2049 } 2102 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2103 else
2051 mon = tmp; 2104 op->statusmsg ("You withhold your attack");
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 2105
2062 if(mon->head != NULL) 2106 if (op->contr->tmp_invis || op->hide)
2063 mon = mon->head; 2107 make_visible (op);
2064 2108
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2109 return true;
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 { 2110 }
2093 /* If we're braced, we don't want to switch places with it */ 2111 }
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else {
2120 new_draw_info(0, 0,op,"You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2126 * 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.
2127 */ 2114 */
2128 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
2129 recursive_roll(mon,dir,op); 2121 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2122 if (action_makes_visible (op))
2131 } 2123 make_visible (op);
2132 2124
2125 return true;
2126 }
2127 }
2133 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2134 * 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
2135 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2136 * 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
2137 * 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.
2138 */ 2133 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2136 {
2143 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2138 {
2171 } /* if player should attack something */ 2139 --op->contr->weapon_sp_left;
2172}
2173 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
2174int move_player(object *op,int dir) { 2154move_player (object *op, int dir)
2155{
2175 int pick; 2156 int pick;
2176 2157
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 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;
2218} 2204}
2219 2205
2220/* 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
2221 * new client/server stuff. 2207 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2209 * the new speed values for commands.
2224 * 2210 *
2225 * 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.
2226 */ 2214 */
2215bool
2227int handle_newcs_player(object *op) 2216handle_newcs_player (object *op)
2228{ 2217{
2229 if (op->contr->hidden) {
2230 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 }
2243 }
2244
2245 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;
2246 flee_player(op); 2223 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2224
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2225 return true;
2251 } 2226 }
2227 else
2228 return false;
2252 } 2229 }
2253 2230
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* 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
2267 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2233 * called, so we recheck it here.
2269 */ 2234 */
2270 HandleClient(&op->contr->socket, op->contr); 2235 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2236 return true;
2272 2237
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2239 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2240
2283 else return 0; 2241 return false;
2284 } 2242}
2243
2244int
2245save_life (object *op)
2246{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2248 return 0;
2286}
2287 2249
2288int save_life(object *op) { 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 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));
2290 2255
2256 tmp->destroy ();
2291 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 ();
2292 return 0; 2266 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2267 }
2268
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2271 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2272 return 0;
2316} 2273}
2317 2274
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2278 * from.
2322 */ 2279 */
2280static void
2323void remove_unpaid_objects(object *op, object *env) 2281drop_unpaid_items (object *op, object *env)
2324{ 2282{
2325 object *next;
2326
2327 while (op) { 2283 while (op)
2284 {
2328 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' */
2329 * we remove object 'op' 2286
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2288 op->insert_at (env);
2333 op->x = env->x; 2289 else if (op->inv)
2334 op->y = env->y; 2290 drop_unpaid_items (op->inv, env);
2335 if (env->type == PLAYER) 2291
2336 esrv_del_item(env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0);
2338 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2340 op=next; 2292 op = next;
2341 } 2293 }
2342} 2294}
2343 2295
2296void
2297object::drop_unpaid_items ()
2298{
2299 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this);
2301}
2344 2302
2345/* 2303/*
2346 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2351 */ 2309 */
2310const char *
2352char *gravestone_text (object *op) 2311gravestone_text (object *op)
2353{ 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 {
2354 static char buf2[MAX_BUF]; 2331 static char buf2[128];
2355 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2332 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER) {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2378 strcat (buf2, buf); 2335 }
2336
2379 return buf2; 2337 return buf;
2380} 2338}
2381 2339
2382 2340void
2383
2384void do_some_living(object *op) { 2341do_some_living (object *op)
2342{
2385 int last_food=op->stats.food; 2343 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2344 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2345 int over_hp, over_sp, over_grace;
2388 int i; 2346 int i;
2389 int rate_hp = 1200; 2347 int rate_hp = 1200;
2390 int rate_sp = 2500; 2348 int rate_sp = 2500;
2391 int rate_grace = 2000; 2349 int rate_grace = 2000;
2392 const int max_hp = 1; 2350 const int max_hp = 1;
2393 const int max_sp = 1; 2351 const int max_sp = 1;
2394 const int max_grace = 1; 2352 const int max_grace = 1;
2395 2353
2396 if (op->contr->outputs_sync) 2354 if (op->contr->hidden)
2397 { 2355 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2356 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2357 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2358 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2402 } 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 }
2403 2372
2404 if(op->contr->state==ST_PLAYING) { 2373 if (op->contr->ns->state == ST_PLAYING)
2405 2374 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2376 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2377 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2378 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2379 else
2380 {
2411 gen_hp = op->stats.maxhp; 2381 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2382 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2383 }
2384
2414 if(op->contr->gen_sp >= 0 ) 2385 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2386 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2387 else
2388 {
2417 gen_sp = op->stats.maxsp; 2389 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2390 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2391 }
2392
2420 if(op->contr->gen_grace >= 0) 2393 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2395 else
2396 {
2423 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2399 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2400
2461 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2462 /* 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. */
2463 if(--op->last_grace<0) { 2403 if (--op->last_grace < 0)
2404 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2405 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2406 op->stats.grace++; /* no penalty in food for regaining grace */
2407
2466 if(max_grace>1) { 2408 if (max_grace > 1)
2409 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2411 if (over_grace > 0)
2412 {
2469 op->stats.sp += over_grace 2413 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2414 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2415 op->last_grace = 0;
2416 }
2472 } else { 2417 else
2418 {
2473 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 }
2474 } 2421 }
2475 } else { 2422 else
2423 {
2476 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);
2477 } 2425 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2427 }
2494 } 2428
2495 if(max_hp>1) { 2429 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2430 {
2504 } else { 2431 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2432 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2433 {
2507 } 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2435
2509 /* Digestion */ 2436 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2437 {
2511#ifdef COZY_SERVER 2438 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2439
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2440 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 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 }
2539 } 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 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2544 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2545 flesh = tmp;
2542 } /* end of for loop */ 2546 }
2547
2543 /* 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
2544 * eat flesh instead. 2549 * eat flesh instead.
2545 */ 2550 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 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.>");
2548 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)
2549 } 2565 {
2550 } /* end if player is starving */ 2566 op->stats.hp += op->stats.food;
2567 op->stats.food = 0;
2568 }
2551 2569
2552 while(op->stats.food<0&&op->stats.hp>0) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 op->stats.food++,op->stats.hp--;
2554
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2556 kill_player(op); 2571 kill_player (op);
2572 }
2557} 2573}
2558
2559
2560 2574
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2577 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2578 * file.
2565 */ 2579 */
2580void
2566void kill_player(object *op) 2581kill_player (object *op)
2567{ 2582{
2583 int x, y;
2568 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2569 int x, y;
2570 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2572 /* int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat; */
2577 int will_kill_again; 2586 int will_kill_again;
2578 archetype *at; 2587 archetype *at;
2579 object *tmp; 2588 object *tmp;
2580 2589
2581 if(save_life(op)) 2590 if (save_life (op))
2582 return; 2591 return;
2583 2592
2584
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2596 */
2589 if (op_on_battleground(op, &x, &y)) { 2597 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2598 {
2591 "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 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...");
2593 "Local medics have saved your life..."); 2601
2594
2595 /* restore player */ 2602 /* restore player */
2596 at = find_archetype("poisoning"); 2603 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2605 {
2599 remove_ob(tmp); 2606 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2612 {
2603 2613 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2615 }
2611 2616
2612 cure_disease(op,0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2619 if (op->stats.food <= 0)
2615 2620 op->stats.food = 999;
2621
2616 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 {
2620 sprintf(buf,"%s's finger", &op->name);
2621 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level),
2625 op->contr->killer);
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 } 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);
2632 2636 }
2637
2633 /* teleport defeated player to new destination*/ 2638 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2640 op->contr->braced = 0;
2636 return; 2641 return;
2637 } 2642 }
2638 2643
2639 INVOKE_PLAYER (DEATH, op->contr); 2644 INVOKE_PLAYER (DEATH, op->contr);
2640 2645
2641 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2642 2647
2643 if(op->stats.food<0) { 2648 if (op->stats.food < 0)
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 } 2649 {
2653 else { 2650 op->contr->killer = archetype::get ("killer_starvation");
2654 if (op->contr->explore) { 2651 op->contr->killer->destroy ();
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 } 2652 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2653
2654 op->contr->play_sound (sound_find ("player_dies"));
2655
2664 /* save the map location for corpse, gravestone*/ 2656 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2657 x = op->x;
2658 y = op->y;
2659 map = op->map;
2666 2660
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2661 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2664 */
2673 2665
2674 /* Basically two ways to go - remove a stat permanently, or just 2666 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2667 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2668 * of death.
2677 */ 2669 */
2678#ifndef COZY_SERVER 2670#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2671 if (settings.balanced_stat_loss)
2672 {
2680 /* If stat loss is permanent, lose one stat only. */ 2673 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2675 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2676 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2677 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2678 little bit harder. */
2686 /* GD */ 2679 /* GD */
2687 if (settings.stat_loss_on_death) 2680 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2681 num_stats_lose = 1;
2693 } 2682 else
2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2684 }
2685 else
2686 num_stats_lose = 1;
2687
2694 lost_a_stat = 0; 2688 lost_a_stat = 0;
2695 2689
2696 for (z=0; z<num_stats_lose; z++) { 2690 for (z = 0; z < num_stats_lose; z++)
2691 {
2697 i = RANDOM() % NUM_STATS; 2692 i = RANDOM () % NUM_STATS;
2698 2693
2699 if (settings.stat_loss_on_death) { 2694 if (settings.stat_loss_on_death)
2695 {
2700 /* 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
2701 * what he lost. 2697 * what he lost.
2702 */ 2698 */
2703 change_attr_value(&(op->stats), i,-1); 2699 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2700 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2701 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2702 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2703 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2704 lost_a_stat = 1;
2709 } else { 2705 }
2706 else
2707 {
2710 /* deplete a stat */ 2708 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2709 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2710 object *dep;
2711
2712 dep = present_arch_in_ob (deparch, op);
2713 if (!dep)
2713 2714 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2715 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2716 insert_ob_in_ob (dep, op);
2718 } 2717 }
2719 lose_this_stat = 1; 2718 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2719 if (settings.balanced_stat_loss)
2720 {
2721 /* GD */ 2721 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2722 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2723 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2724 if (this_stat < 0)
2725 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2726 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2727 int keep_chance = this_stat * this_stat;
2728
2727 /* Yes, I am paranoid. Sue me. */ 2729 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2730 if (keep_chance < 1)
2729 keep_chance = 1; 2731 keep_chance = 1;
2730 2732
2731 /* There is a maximum depletion total per level. */ 2733 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2734 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2735 {
2733 lose_this_stat = 0; 2736 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2737 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2738 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2739 }
2745 } 2740 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2741 {
2755 if (this_stat>=-50) { 2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 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"); */
2761 } 2747 }
2762 } 2748 }
2763 } 2749 }
2764 } 2750
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2751 if (lose_this_stat)
2767 { 2752 {
2768 /* determine_god() seems to not work sometimes... why is this? 2753 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2754 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2755 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2756 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2757 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2758 * difference.
2774 " you.", god); 2759 */
2760 if (this_stat >= -50)
2775 else 2761 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2762 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.");
2779#endif 2786#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2787
2783 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2789 * exp loss on the stone.
2785 */ 2790 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2792 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 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 ());
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2797
2798 /**************************************/ 2798 /**************************************/
2799 /* */ 2799 /* */
2800 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
2803 /* */ 2803 /* */
2804 /**************************************/ 2804 /**************************************/
2805 2805
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2806 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2807 /* restore player */
2808 at = find_archetype("poisoning"); 2808 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2809 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2810
2811 remove_ob(tmp); 2811 if (tmp)
2812 free_object(tmp); 2812 {
2813 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2815 }
2815 2816
2816 at = find_archetype("confusion"); 2817 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2818 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2819 if (tmp)
2819 remove_ob(tmp); 2820 {
2820 free_object(tmp); 2821 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2823 }
2824
2823 cure_disease(op,0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2824 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
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2840 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2828 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2848
2832 /* 2849 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2835 * in the map. 2852 */
2836 */ 2853 op->drop_unpaid_items ();
2837 2854
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2855 /****************************************/
2842 /* */ 2856 /* */
2843 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2845 /* */ 2859 /* */
2846 /****************************************/ 2860 /****************************************/
2847 2861
2848 enter_player_savebed(op); 2862 enter_player_savebed (op);
2849 2863
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2864 op->contr->braced = 0;
2854 save_player(op,1);
2855 2865
2856 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2869 * on the space that might harm the player.
2860 */ 2870 */
2861 will_kill_again=0; 2871 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2865 } 2875
2866 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2867 object *force; 2878 object *force;
2868 int at; 2879 int at;
2869 2880
2870 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2883 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 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))))
2919 {
2920 if (tmp->nrof > 1)
2921 {
2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2924 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2925 else
2937 delete_character(op->name,1); 2926 tmp->destroy ();
2938 } 2927 }
2939 } 2928 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2930 }
2981} 2931}
2982 2932
2983/* 2933/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2936 * was changed.
2987 */ 2937 */
2988 2938void
2989void fix_weight(void) { 2939fix_weight (void)
2990 player *pl; 2940{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2942 {
2993 if(old == sum) 2943 sint32 old = pl->ob->carrying;
2994 continue; 2944
2995 fix_player(pl->ob); 2945 pl->ob->update_weight ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2946
2997 &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 }
2998 } 2952 }
2999} 2953}
3000 2954
2955void
3001void fix_luck(void) { 2956fix_luck (void)
3002 player *pl; 2957{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2958 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2960 pl->ob->change_luck (0);
3006} 2961}
3007
3008 2962
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3012 */ 2966 */
3013
3014void 2967void
3015cast_dust (object * op, object * throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3016{ 2969{
3017 object *skop, *spob; 2970 object *skop, *spob;
3018 2971
3019 skop = find_skill_by_name (op, throw_ob->skill); 2972 skop = find_skill_by_name (op, throw_ob->skill);
3020 2973
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2974 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2975 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2976 {
3024 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);
3025 &op->name);
3026 return; 2978 return;
3027 } 2979 }
3028 2980
3029 spob = throw_ob->inv; 2981 spob = throw_ob->inv;
3030 2982
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 2985 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2986 if (!spob)
3035 { 2987 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 2989 return;
3039 } 2990 }
3040 2991
3041 if (op->type == PLAYER) 2992 if (op->type == PLAYER)
3042 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);
3043 2994
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2996
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2997 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2998}
3050 2999
3000void
3051void make_visible (object *op) { 3001make_visible (object *op)
3002{
3052 op->hide = 0; 3003 op->hide = 0;
3053 op->invisible = 0; 3004 op->invisible = 0;
3005
3054 if(op->type==PLAYER) { 3006 if (op->type == PLAYER)
3007 {
3055 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3057 } 3010 }
3011
3058 update_object(op,UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3059} 3013}
3060 3014
3015int
3061int is_true_undead(object *op) { 3016is_true_undead (object *op)
3062 object *tmp=NULL; 3017{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3019 return 1;
3065 3020
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3021 return 0;
3071} 3022}
3072 3023
3073/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3026 * indicate greater hideability.
3076 */ 3027 */
3077 3028int
3078int hideability(object *ob) { 3029hideability (object *ob)
3030{
3079 int i,level=0, mflag; 3031 int i, level = 0, mflag;
3080 sint16 x,y; 3032 sint16 x, y;
3081 3033
3082 if(!ob||!ob->map) return 0; 3034 if (!ob || !ob->map)
3035 return 0;
3083 3036
3084 /* so, on normal lighted maps, its hard to hide */ 3037 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3038 level = ob->map->darkness - 2;
3086 3039
3087 /* this also picks up whether the object is glowing. 3040 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3043 if (has_carried_lights (ob))
3044 level = -(10 + (2 * ob->map->darkness));
3091 3045
3092 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3052 if (mflag & P_OUT_OF_MAP)
3053 continue;
3054
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3056 level += 2;
3098 else /* open terrain! */ 3057 else /* open terrain! */
3099 level -= 1; 3058 level -= 1;
3100 } 3059 }
3101 3060
3102#if 0 3061#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3062 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3063#endif
3105 return level; 3064 return level;
3106} 3065}
3107 3066
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3071 */
3113 3072void
3114void do_hidden_move (object *op) { 3073do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3074{
3116 object *skop; 3075 int hide = 0;
3117 3076
3118 if(!op || !op->map) return; 3077 if (!op || !op->map)
3078 return;
3119 3079
3120 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);
3121 3082
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3084 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3085 if (!skop || num >= skop->level)
3086 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3088 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3089 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3105 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3107}
3142 3108
3143/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3144 3110
3111int
3145int stand_near_hostile( object *who ) { 3112stand_near_hostile (object *who)
3113{
3146 object *tmp=NULL; 3114 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3115 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3116 maptile *m;
3149 sint16 x,y; 3117 sint16 x, y;
3150 3118
3151 if(!who) return 0; 3119 if (!who)
3120 return 0;
3152 3121
3153 if(who->type==PLAYER) player=1; 3122 if (who->type == PLAYER)
3123 player = 1;
3124
3125 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3127
3156 /* search adjacent squares */ 3128 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3129 for (i = 1; i < 9; i++)
3130 {
3158 x = who->x+freearr_x[i]; 3131 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3132 y = who->y + freearr_y[i];
3160 m = who->map; 3133 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3134 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3135 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3136 * blocked, don't need to check this space.
3164 */ 3137 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3138 if (mflags & P_OUT_OF_MAP)
3139 continue;
3166 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)))
3167 3141 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3142
3169 if((player||friendly) 3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 {
3170 &&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)
3171 return 1; 3151 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3152 }
3178 } 3153 }
3179 } 3154 }
3180 return 0; 3155 return 0;
3181} 3156}
3182 3157
3183/* check the player los field for viewability of the 3158/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 3168 * -b.t.
3194 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3195 */ 3170 */
3196 3171int
3197int player_can_view (object *pl,object *op) { 3172player_can_view (object *pl, object *op)
3173{
3198 rv_vector rv; 3174 rv_vector rv;
3199 int dx,dy; 3175 int dx, dy;
3200 3176
3201 if(pl->type!=PLAYER) { 3177 if (pl->type != PLAYER)
3178 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3180 return -1;
3204 } 3181 }
3205 if (!pl || !op) return 0;
3206 3182
3207 if(op->head) { op = op->head; } 3183 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 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;
3231} 3214}
3232 3215
3233/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3218 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3219 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3220 * return 0.
3238 */ 3221 */
3222int
3239int action_makes_visible (object *op) { 3223action_makes_visible (object *op)
3240 3224{
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3228 return 0;
3244 3229
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3246 3232
3247 /* If monsters, they should become visible */ 3233 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3249 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");
3250 return 1; 3237 return 1;
3251 } 3238 }
3252 } 3239 }
3240
3253 return 0; 3241 return 0;
3254} 3242}
3255 3243
3256/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3246 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3247 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 3251 */
3252int
3264int op_on_battleground (object *op, int *x, int *y) { 3253op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3254{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3264 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3266 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3270 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp; 3272 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3274 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3276 {
3284 if (x != NULL && y != NULL) 3277 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3286 return 1; 3280 return 1;
3281 }
3287 } 3282 }
3288 } 3283 }
3289 } 3284
3290 if (x != NULL && y != NULL) 3285 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3292 return 1; 3288 return 1;
3289 }
3293 } 3290 }
3294 }
3295 } 3291 }
3292
3296 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3297 return 0; 3294 return 0;
3298} 3295}
3299 3296
3300/* 3297/*
3304 * attributes: 3301 * attributes:
3305 * object *who the dragon player 3302 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3303 * int atnr the attack-number of the ability focus
3307 * int level ability level 3304 * int level ability level
3308 */ 3305 */
3306void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3307dragon_ability_gain (object *who, int atnr, int level)
3308{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3309 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3310 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3311 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3312 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3314 int i = 0, j = 0;
3316 3315
3317 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3325
3327 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))
3328 return; 3343 return;
3329 3344
3330 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);
3331 tr = tr->next, i++); 3346 do_learn_spell (who, item, 0);
3332 3347 return;
3333 if (tr == NULL || tr->item == NULL) { 3348 }
3334 /* 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))
3335 return; 3359 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3360 if (item->invisible)
3361 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3363 do_learn_spell (who, item->inv, 0);
3361 return; 3364 return;
3362 } 3365 }
3363 } 3366 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3367 else if (item->type == SKILL_TOOL && item->invisible)
3368 {
3365 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 {
3366 3371
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3372 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3375 * but not all of them, he gets nothing.
3371 */ 3376 */
3372 if (!(skop->attacktype & item->attacktype)) { 3377 if (!(skop->attacktype & item->attacktype))
3378 {
3373 /* Give new attacktype */ 3379 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3380 skop->attacktype |= item->attacktype;
3375 3381
3376 /* always add physical if there's none */ 3382 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3383 skop->attacktype |= AT_PHYSICAL;
3378 3384
3379 if (item->msg != NULL) 3385 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3386 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3387
3382 /* Give player new face */ 3388 /* Give player new face */
3383 if (item->animation_id) { 3389 if (item->animation_id)
3390 {
3384 who->face = skop->face; 3391 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3392 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3393 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3394 who->last_anim = 0;
3388 who->state = 0; 3395 who->state = 0;
3389 animate_object(who, who->direction); 3396 animate_object (who, who->direction);
3390 } 3397 }
3391 } 3398 }
3392 } 3399 }
3393 } 3400 }
3394 else if (item->type == FORCE) { 3401 else if (item->type == FORCE)
3402 {
3395 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3404 object *skin;
3405
3397 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3398 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)
3399 skin=skin->below); 3408 ;
3400 if (skin == NULL) return; 3409
3401 3410 if (!skin)
3411 return;
3412
3402 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3415 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3416 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3417
3406 /* print message */ 3418 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3419 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3420 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3421 {
3409 if(item->path_attuned & (1<<i)) { 3422 if (item->path_attuned & (1 << i))
3423 {
3410 if (j) 3424 if (j)
3411 strcat(buf," and "); 3425 strcat (buf, " and ");
3412 else 3426 else
3413 j = 1; 3427 j = 1;
3414 strcat(buf, spellpathnames[i]); 3428 strcat (buf, spellpathnames[i]);
3415 } 3429 }
3416 } 3430 }
3417 strcat(buf,"."); 3431 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3433 }
3420 3434
3421 /* evtl. adding flags: */ 3435 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3436 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3437 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3438 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3439 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3441 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3442
3429 /* print message if there is one */ 3443 /* print message if there is one */
3430 if (item->msg != NULL) 3444 if (item->msg != NULL)
3431 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
3432 } 3448 {
3433 else {
3434 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3453 }
3441} 3454}
3442 3455
3443/** 3456/**
3444 * 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
3445 * not readied. 3458 * not readied.
3446 */ 3459 */
3460void
3447void player_unready_range_ob(player *pl, object *ob) { 3461player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3449 3465
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3466 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3467 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3468
3453 if (pl->shoottype == i) { 3469 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3470 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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