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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 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 1.3 2006/08/25 13:24:50 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
122 { 308 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 309 case SKILL:
124 break; 310 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 311 break;
167 } 312
168 strncat(news+size,buf,HUGE_BUF-size); 313 case WAND:
169 size+=strlen(buf); 314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
170 } 323 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 324
181int playername_ok(const char *cp) { 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 326 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 327}
190 328
191/* This no longer sets the player map. Also, it now updates 329void
192 * all the pointers so the caller doesn't need to do that. 330player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 331{
194 */ 332 observe = op ? op : ob;
333 do_los = 1;
334}
195 335
196/* Redo this to do both get_player_ob and get_player. 336player::player ()
197 * Hopefully this will be less bugfree and simpler. 337{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 339 * we deal with that below this point.
238 */ 340 */
239 p->party=NULL; 341 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 342 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 344
245#ifdef AUTOSAVE 345 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 346
247#endif 347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
248 367 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 368 ob->destroy_inv (false);
369 ob->destroy ();
250 370 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 371
260 roll_stats(op); 372 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 373}
302 374
303 375player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 376{
307 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
308 op->x = -1; 378 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 379}
312 380
313/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
315 * mode. 383 * mode.
316 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
317 389
318int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 391
321 p=get_player(NULL); 392 pl->ob->roll_stats ();
322 p->socket = *ns; 393 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 394 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 395
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 396 set_first_map (pl->ob);
333 397
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 398 return pl;
341} 399}
342 400
343/* 401/*
344 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
347 */ 405 */
406archetype *
348archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
349{ 408{
350 archetype *start = at; 409 // archetypes could have been reloaded
351 for (;;) { 410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 411
353 at=first_archetype; 412 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 413 return at;
358 if (at == start) { 414
359 LOG (llevError, "No Player archetypes\n"); 415 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 416
361 } 417 for (;;)
362 } 418 {
363} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
364 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
365 428
429object *
366object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
367 object *op = NULL; 432 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 433 objectlink *ol;
370 unsigned lastdist; 434 unsigned lastdist;
371 rv_vector rv; 435 rv_vector rv;
372 436
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 438 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 440 continue;
400 441
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
410 op=pl->ob; 443 {
444 op = ol->ob;
411 lastdist=rv.distance; 445 lastdist = rv.distance;
446 }
412 } 447 }
413 } 448
414 } 449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
415#if 0 457#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 459#endif
418 return op; 460 return op;
419} 461}
420 462
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 463/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 464 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 481 * is probably not a good thing.
440 */ 482 */
441#define MAX_SPACES 50 483#define MAX_SPACES 50
442
443 484
444/* 485/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 501 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 502 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 503 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 504 * is blocking itself.
464 */ 505 */
506int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
466 rv_vector rv; 509 rv_vector rv;
467 sint16 x,y; 510 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
470 513
471 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
472 515
473 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 517 return 0;
726}
727 518
728void confirm_password(object *op) { 519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 525
730 op->contr->write_buf[0]='\0'; 526 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 527 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 528 return 0;
733}
734 529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640}
641
642void
643give_initial_items (object *pl, treasurelist *items)
644{
645 if (pl->randomitems)
646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647
648 for (object *next, *op = pl->inv; op; op = next)
649 {
650 next = op->below;
651
652 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way
654 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656 SET_FLAG (op, FLAG_APPLIED);
657
658 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions
660 */
661 if (pl->type == PLAYER)
662 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703
704 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be
706 * merged properly.
707 */
708 if (need_identify (op))
709 {
710 SET_FLAG (op, FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */
729
730 /* Need to set up the skill pointers */
731 link_player_skills (pl);
732}
733
734void
735void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
736 if (party == NULL) { 737 if (party == NULL)
738 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 740 return;
739 } 741 }
742
740 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 747}
745
746 748
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int
748int roll_stat(void) { 751roll_stat (void)
752{
749 int a[4],i,j,k; 753 int a[4], i, j, k;
750 754
751 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
753 757
754 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 759 if (a[i] < k)
756 k=a[i],j=i; 760 k = a[i], j = i;
757 761
758 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 763 if (i != j)
760 k+=a[i]; 764 k += a[i];
761 } 765
762 return k; 766 return k;
763} 767}
764 768
765void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
766 int sum=0; 776 int sum = 0;
767 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
769 779
770 do { 780 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 781 break;
772 op->stats.Dex=roll_stat(); 782 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 783
783 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 786
792 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 789
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 790 stats.exp = 0;
823 op->stats.ac=0; 791 stats.ac = 0;
824 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
825 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
828 802
829 fix_player(op); 803 contr->orig_stats = stats;
804 }
805}
806
807void
808object::swap_stats (int a, int b)
809{
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
830 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
834} 835}
835 836
836void Roll_Again(object *op) 837static void
838start_info (object *op)
837{ 839{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
846 841
847 if ( op->contr->Swap_First == -1 ) { 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 844}
955 845
956/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
960 * not the class. 850 * not the class.
961 */ 851 */
962 852void
963int key_change_class(object *op, char key) 853player::chargen_race_done ()
964{ 854{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
979 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
981 864
982 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
983 866
984 if (op->msg) { 867 if (ob->msg)
985 free_string(op->msg); 868 ob->msg = 0;
986 op->msg=NULL;
987 }
988 869
989 /* We create this now because some of the unique maps will need it
990 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 870 start_info (ob);
999 CLEAR_FLAG(op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 872 give_initial_items (ob, ob->randomitems);
1001 link_player_skills(op); 873 link_player_skills (ob);
1002 esrv_send_inventory(op, op); 874 esrv_send_inventory (ob, ob);
1003 fix_player(op); 875 ob->update_stats ();
1004 876
1005 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
1006 * is one for this race 878 * is one for this race
1007 */ 879 */
1008 if(*first_map_ext_path) { 880 if (*first_map_ext_path)
1009 object *tmp; 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1010 mapstruct *oldmap = op->map; 882 else
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 884}
1025 return 0;
1026 }
1027 885
886void
887player::chargen_race_next ()
888{
1028 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
1030 */ 891 */
1031 892
1032 tmp_loop = 0; 893 do
1033 while(!tmp_loop) { 894 {
1034 const char *name = add_string (op->name); 895 shstr name = ob->name;
1035 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
1036 remove_statbonus(op); 897
1037 remove_ob (op); 898 ob->remove_statbonus ();
899 ob->remove ();
1038 op->arch = get_player_archetype(op->arch); 900 ob->arch = get_player_archetype (ob->arch);
1039 copy_object (&op->arch->clone, op); 901 ob->arch->copy_to (ob);
902 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 904 ob->name = ob->name_pl = name;
1042 op->name = name; 905 ob->x = x;
1043 free_string(op->name_pl); 906 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 909 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 910 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 911 }
912 while (!allowed_class (ob));
913
1056 update_object(op,UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 915 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 916 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 919 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 920}
1067 921
1068int key_confirm_quit(object *op, char key) 922void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 923flee_player (object *op)
924{
1114 int dir,diff; 925 int dir, diff;
1115 rv_vector rv; 926 rv_vector rv;
1116 927
1117 if(op->stats.hp < 0) { 928 if (op->stats.hp < 0)
929 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 930 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 931 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 932 return;
1121 } 933 }
1122 934
1123 if(op->enemy==NULL) { 935 if (op->enemy == NULL)
936 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 937 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 938 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 939 return;
1127 } 940 }
1128 941
1129 /* Seen some crashes here. Since we don't store an 942 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 943 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 944 * actual enemy, and the object is recycled.
1132 */ 945 */
1133 if (op->enemy->map == NULL) { 946 if (op->enemy->map == NULL)
947 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 948 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 949 op->enemy = NULL;
1136 return; 950 return;
1137 } 951 }
1138 952
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 {
1140 op->enemy=NULL; 955 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 957 return;
1143 } 958 }
959
1144 get_rangevector(op, op->enemy, &rv, 0); 960 get_rangevector (op, op->enemy, &rv, 0);
1145 961
1146 dir=absdir(4+rv.direction); 962 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 963 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 964 {
965 int m = 1 - (RANDOM () & 2);
966
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
968 return;
969 }
970
1154 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 973 op->enemy = NULL;
1157} 974}
1158
1159 975
1160/* 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.
1161 * 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
1162 * stop. 978 * stop.
1163 */ 979 */
980int
1164int check_pick(object *op) { 981check_pick (object *op)
982{
1165 object *tmp, *next; 983 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 984 int stop = 0;
1168 int j, k, wvratio; 985 int wvratio;
1169 char putstring[128], tmpstr[16]; 986 char putstring[128];
1170
1171 987
1172 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1174 return 1; 990 return 1;
1175 991
1176 op_tag = op->count;
1177
1178 next = op->below; 992 next = op->below;
1179 if (next) 993
1180 next_tag = next->count; 994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 996
1182 /* 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
1183 * destroyed */ 998 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 999 while (next && !next->destroyed ())
1185 { 1000 {
1186 tmp = next; 1001 tmp = next;
1187 next = tmp->below; 1002 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1003
1191 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 ())
1192 return 0; 1011 return 0;
1193 1012
1194 if ( ! can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1195 continue; 1014 continue;
1196 1015
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1017 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1201 continue; 1020 continue;
1202 } 1021 }
1203 1022
1204 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1024 if (!(op->contr->mode & PU_NEWMODE))
1025 {
1206 switch (op->contr->mode) { 1026 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1027 {
1208 case 1: pick_up (op, tmp); 1028 case 0:
1209 return 1; 1029 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1030 case 1:
1211 return 0; 1031 CHK_PICK_PICKUP;
1212 case 3: return 0; /* stop before pickup */ 1032 return 1;
1213 case 4: pick_up (op, tmp); 1033 case 2:
1214 break; 1034 CHK_PICK_PICKUP;
1215 case 5: pick_up (op, tmp); 1035 return 0;
1216 stop = 1; 1036 case 3:
1217 break; 1037 return 0; /* stop before pickup */
1218 case 6: 1038 case 4:
1039 CHK_PICK_PICKUP;
1040 break;
1041 case 5:
1042 CHK_PICK_PICKUP;
1043 stop = 1;
1044 break;
1045 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1048 CHK_PICK_PICKUP;
1222 break; 1049 break;
1223 1050
1224 case 7: 1051 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1053 CHK_PICK_PICKUP;
1227 break; 1054 break;
1228 1055
1229 default: 1056 default:
1230 /* use value density */ 1057 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1060 CHK_PICK_PICKUP;
1234 >= op->contr->mode) 1061 }
1235 pick_up(op,tmp); 1062 }
1236 } 1063 else
1237 } 1064 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1066 if (op->contr->mode & PU_DEBUG)
1241 { 1067 {
1242 /* some debugging code to figure out item information */ 1068 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1069 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1072 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1075
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 }
1252 1078
1253 sprintf(putstring,"...flags: "); 1079 /* philosophy:
1254 for(k=0;k<4;k++) 1080 * It's easy to grab an item type from a pile, as long as it's
1255 { 1081 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1082 * and selections, select-items should be used. This is a
1257 { 1083 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1084 * example.
1259 { 1085 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1086 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1087 * convert to decimal and then 'pickup <#>
1262 } 1088 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1089
1090 /* the first two modes are exclusive: if NOTHING we return, if
1091 * STOP then we stop. All the rest are applied sequentially,
1092 * meaning if any test passes, the item gets picked up. */
1093
1094 /* if mode is set to pick nothing up, return */
1095
1096 if (op->contr->mode & PU_NOTHING)
1097 return 1;
1098
1099 /* if mode is set to stop when encountering objects, return */
1100 /* take STOP before INHIBIT since it doesn't actually pick
1101 * anything up */
1102
1103 if (op->contr->mode & PU_STOP)
1104 return 0;
1105
1106 /* useful for going into stores and not losing your settings... */
1107 /* and for battles wher you don't want to get loaded down while
1108 * fighting */
1109 if (op->contr->mode & PU_INHIBIT)
1110 return 1;
1111
1112 /* prevent us from turning into auto-thieves :) */
1113 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114 continue;
1115
1116 /* ignore known cursed objects */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1118 continue;
1119
1120 /* all food and drink if desired */
1121 /* question: don't pick up known-poisonous stuff? */
1122 if (op->contr->mode & PU_FOOD)
1123 if (tmp->type == FOOD)
1124 {
1125 CHK_PICK_PICKUP;
1126 continue;
1127 }
1128
1129 if (op->contr->mode & PU_DRINK)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1131 {
1132 CHK_PICK_PICKUP;
1133 continue;
1134 }
1135
1136 if (op->contr->mode & PU_POTION)
1137 if (tmp->type == POTION)
1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* spellbooks, skillscrolls and normal books/scrolls */
1144 if (op->contr->mode & PU_SPELLBOOK)
1145 if (tmp->type == SPELLBOOK)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_SKILLSCROLL)
1152 if (tmp->type == SKILLSCROLL)
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_READABLES)
1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* wands/staves/rods/horns */
1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 /* pick up all magical items */
1174 if (op->contr->mode & PU_MAGICAL)
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_VALUABLES)
1182 {
1183 if (tmp->type == MONEY || tmp->type == GEM)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188 }
1189
1190 /* rings & amulets - talismans seems to be typed AMULET */
1191 if (op->contr->mode & PU_JEWELS)
1192 if (tmp->type == RING || tmp->type == AMULET)
1193 {
1194 CHK_PICK_PICKUP;
1195 continue;
1196 }
1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1203 continue;
1204 }
1205
1206 /* bows and arrows. Bows are good for selling! */
1207 if (op->contr->mode & PU_BOW)
1208 if (tmp->type == BOW)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_ARROW)
1215 if (tmp->type == ARROW)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* all kinds of armor etc. */
1222 if (op->contr->mode & PU_ARMOUR)
1223 if (tmp->type == ARMOUR)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_HELMET)
1230 if (tmp->type == HELMET)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_SHIELD)
1237 if (tmp->type == SHIELD)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_BOOTS)
1244 if (tmp->type == BOOTS)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_GLOVES)
1251 if (tmp->type == GLOVES)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_CLOAK)
1258 if (tmp->type == CLOAK)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 /* hoping to catch throwing daggers here */
1265 if (op->contr->mode & PU_MISSILEWEAPON)
1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 /* careful: chairs and tables are weapons! */
1273 if (op->contr->mode & PU_ALLWEAPON)
1274 {
1275 if (tmp->type == WEAPON && tmp->name != NULL)
1276 {
1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284
1285 if (tmp->type == WEAPON && tmp->name == NULL)
1286 {
1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 CHK_PICK_PICKUP;
1290 continue;
1291 }
1292 }
1293 }
1294
1295 /* misc stuff that's useful */
1296 if (op->contr->mode & PU_KEY)
1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302
1303 /* any of the last 4 bits set means we use the ratio for value
1304 * pickups */
1305 if (op->contr->mode & PU_RATIO)
1306 {
1307 /* use value density to decide what else to grab */
1308 /* >=7 was >= op->contr->mode */
1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313 {
1314 CHK_PICK_PICKUP;
1267#if 0 1315#if 0
1268 /* print the flags too */ 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1317 if (tmp->name != NULL)
1270 { 1318 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1319 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1320 }
1273 { 1321 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1325#endif
1326 continue;
1327 }
1328 }
1329 } /* the new pickup model */
1280 } 1330 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1331
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1332 return !stop;
1444} 1333}
1445 1334
1446/* 1335/*
1447 * Find an arrow in the inventory and after that 1336 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1337 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1338 * found object is returned.
1450 */ 1339 */
1340object *
1451object *find_arrow(object *op, const char *type) 1341find_arrow (object *op, const char *type)
1452{ 1342{
1453 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);
1454 1346
1455 for(op=op->inv; op; op=op->below) 1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1349 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1350 {
1459 else if (op->type==ARROW && op->race==type) 1351 splay (tmp);
1352 return arrow;
1353 }
1354
1460 return op; 1355 return 0;
1461 return tmp;
1462} 1356}
1463 1357
1464/* 1358/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1363 */
1470 1364object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1366{
1473 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1475 1369
1476 if (!type) 1370 if (!type)
1477 return NULL; 1371 return NULL;
1478 1372
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1373 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1374 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1376 {
1377 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1378 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1379 if (i > betterby)
1485 tmp = ntmp; 1380 {
1486 betterby = i; 1381 tmp = ntmp;
1487 } 1382 betterby = i;
1383 }
1384 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1385 else if (arrow->type == ARROW && arrow->race == type)
1386 {
1489 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1389 {
1492 if (arrow->attacktype & AT_DEATH) { 1390 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1391 {
1494 return arrow; 1392 *better = 100;
1495 } else { 1393 return arrow;
1496 tmp = arrow; 1394 }
1395 else
1396 {
1397 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1398 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1399 }
1499 } else { 1400 }
1401 else
1402 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1404 {
1501 attacktype = 1<<attacknum; 1405 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1408 {
1409 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1411 }
1507 } 1412 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1414 {
1415 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1416 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1417 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1419 {
1420 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1422 }
1423 }
1424 }
1516 } 1425 }
1517 } 1426
1518 }
1519 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1428 return find_arrow (op, type);
1521 1429
1522 *better = betterby; 1430 *better = betterby;
1523 return tmp; 1431 return tmp;
1524} 1432}
1525 1433
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1436 * op = the shooter
1529 * type = bow->race 1437 * type = bow->race
1530 * dir = fire direction 1438 * dir = fire direction
1531 */ 1439 */
1532 1440object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1534{ 1442{
1535 object *tmp = NULL; 1443 object *tmp = NULL;
1536 mapstruct *m; 1444 maptile *m;
1537 int i, mflags, found, number; 1445 int i, mflags, found, number;
1538 sint16 x, y; 1446 sint16 x, y;
1539 1447
1540 if (op->map == NULL) 1448 if (op->map == NULL)
1541 return find_arrow(op, type); 1449 return find_arrow (op, type);
1542 1450
1543 /* do a dex check */ 1451 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1452 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 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)))
1546 return find_arrow(op, type); 1454 return find_arrow (op, type);
1547 1455
1548 m = op->map; 1456 m = op->map;
1549 x = op->x; 1457 x = op->x;
1550 y = op->y; 1458 y = op->y;
1551 1459
1552 /* find the first target */ 1460 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1461 for (i = 0, found = 0; i < 20; i++)
1462 {
1554 x += freearr_x[dir]; 1463 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1464 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1465 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 {
1558 tmp = NULL; 1468 tmp = NULL;
1559 break; 1469 break;
1470 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1474 * perhaps a bad assumption.
1563 */ 1475 */
1564 tmp = NULL; 1476 tmp = NULL;
1565 break; 1477 break;
1566 } 1478 }
1567 if (mflags & P_IS_ALIVE) { 1479 if (mflags & P_IS_ALIVE)
1480 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1482 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1483 {
1571 break; 1484 found++;
1572 } 1485 break;
1486 }
1573 if (found) 1487 if (found)
1574 break; 1488 break;
1575 } 1489 }
1576 } 1490 }
1577 if (tmp == NULL) 1491 if (tmp == NULL)
1578 return find_arrow(op, type); 1492 return find_arrow (op, type);
1579 1493
1580 if (tmp->head) 1494 if (tmp->head)
1581 tmp = tmp->head; 1495 tmp = tmp->head;
1582 1496
1583 return find_better_arrow(op, tmp, type, &i); 1497 return find_better_arrow (op, tmp, type, &i);
1584} 1498}
1585 1499
1586/* 1500/*
1587 * Creature fires a bow - op can be monster or player. Returns 1501 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1502 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1505 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1508 * player fire modes.
1595 */ 1509 */
1510int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1512{
1599 object *left, *bow; 1513 object *left, *bow;
1600 tag_t left_tag, tag; 1514 int mflags;
1601 int bowspeed, mflags; 1515 maptile *m;
1602 mapstruct *m;
1603 1516
1604 if (!dir) { 1517 if (!dir)
1518 {
1605 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!");
1606 return 0; 1520 return 0;
1521 }
1522
1523 if (op->contr)
1524 bow = op->current_weapon;
1525 else
1607 } 1526 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1530 */
1615 if(bow->type==BOW) 1531 if (bow->type == BOW)
1616 break; 1532 break;
1617 1533
1618 if (!bow) { 1534 if (!bow)
1535 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1537 return 0;
1621 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1622 } 1547 }
1548
1623 if( !bow->race || !bow->skill) { 1549 if (!bow->race || !bow->skill)
1550 {
1624 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);
1625 return 0; 1552 return 0;
1626 } 1553 }
1627 1554
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1555 if (arrow == NULL)
1556 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1558 {
1638 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* 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 */
1642 else 1562 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1644 return 0; 1565 return 0;
1645 } 1566 }
1646 } 1567 }
1568
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1570 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1571 return 0;
1650 } 1572
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1573 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1574 {
1652 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.");
1653 return 0; 1576 return 0;
1654 } 1577 }
1655 1578
1656 /* this should not happen, but sometimes does */ 1579 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1580 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1581 {
1582 arrow->destroy ();
1583 return 0;
1584 }
1662 1585
1663 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1587 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1588 if (!arrow)
1666 if (arrow == NULL) { 1589 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1591 return 0;
1669 return 0;
1670 } 1592 }
1671 set_owner(arrow, op); 1593
1672 if (arrow->skill) free_string(arrow->skill); 1594 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1595 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1596 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1597
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 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 */
1686 arrow->stats.hp = arrow->stats.dam; 1599 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1600 arrow->stats.grace = arrow->attacktype;
1601
1688 if (arrow->slaying != NULL) 1602 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1603 arrow->spellarg = strdup (arrow->slaying);
1690 1604
1691 /* Note that this was different for monsters - they got their level 1605#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1606 if (player *pl = op->contr)
1693 */
1694 1607 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1608 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 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
1699 /* update the speed */ 1622 /* update the speed */
1700 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
1701 0 : dam_bonus[op->stats.Str]) + 1624 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1625
1705 if (arrow->speed < 1.0) 1626 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1627 arrow->speed_left = 0;
1709 1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630
1710 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1632 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1634 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1640 }
1641 else
1642 {
1721 arrow->level = op->level; 1643 arrow->level = op->level;
1722 } 1644 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1645
1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1724 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1650 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1651
1728 arrow->map = m; 1652 wc -= arrow->level;
1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1658
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1660 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1661
1736 if (!was_destroyed(arrow, tag)) 1662 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1663 move_arrow (arrow);
1738 1664
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1665 return 1;
1746} 1666}
1747 1667
1748/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1669 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1670 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1671 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1672 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1673 * hence the function name.
1754 */ 1674 */
1675int
1755int player_fire_bow(object *op, int dir) 1676player_fire_bow (object *op, int dir)
1756{ 1677{
1757 int ret=0, wcmod=0; 1678 int ret = 0, wcmod = 0;
1758 1679
1759 if (op->contr->bowtype == bow_bestarrow) { 1680 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1681 {
1761 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);
1762 dir, 0, op->x, op->y); 1683 }
1763 } 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 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1687 wcmod = -1;
1688
1766 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);
1767 op->x, op->y); 1690 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1691 else if (op->contr->bowtype == bow_threewide)
1692 {
1769 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);
1770 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)]);
1771 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 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1697 else if (op->contr->bowtype == bow_spreadshot)
1698 {
1773 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);
1774 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);
1775 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);
1776 1702 }
1777 } else { 1703 else
1704 {
1778 /* Simple case */ 1705 /* Simple case */
1779 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);
1780 } 1707 }
1708
1781 return ret; 1709 return ret;
1782} 1710}
1783
1784 1711
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1787 */ 1714 */
1715void
1788void fire_misc_object(object *op, int dir) 1716fire_misc_object (object *op, int dir)
1789{ 1717{
1790 object *item; 1718 object *item = op->contr->ranged_ob;
1791 1719
1792 if (!op->contr->ranges[range_misc]) { 1720 if (!item)
1721 {
1793 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.");
1794 return; 1723 return;
1795 } 1724 }
1796 1725
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1726 if (!item->inv)
1727 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1729 return;
1801 } 1730 }
1802 if (item->type == WAND) { 1731
1803 if(item->stats.food<=0) { 1732 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1733 return;
1807 } 1734
1735 if (item->type == WAND)
1736 {
1737 if (item->stats.food <= 0)
1738 {
1739 op->contr->play_sound (sound_find ("wand_poof"));
1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
1742 return;
1743 }
1744 }
1808 } else if (item->type == ROD || item->type==HORN) { 1745 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1746 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1752 {
1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1811 if (item->type== ROD) 1755 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1757 else
1814 else 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1759
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1760 return;
1818 } 1761 }
1819 } 1762 }
1820 1763
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1765 {
1822 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 */
1823 if (item->type == WAND) { 1767 if (item->type == WAND)
1768 {
1824 if (!(--item->stats.food)) { 1769 if (!(--item->stats.food))
1825 object *tmp; 1770 {
1826 if (item->arch) { 1771 object *tmp;
1772
1773 if (item->arch)
1774 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1829 item->speed = 0; 1777 item->set_speed (0);
1830 update_ob_speed(item); 1778 }
1831 } 1779
1832 if ((tmp=is_player_inv(item))) 1780 if (object *pl = item->visible_to ())
1833 esrv_update_item(UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1834 } 1782 }
1835 } 1783 }
1836 else if (item->type == ROD || item->type==HORN) { 1784 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1785 drain_rod_charge (item);
1838 }
1839 } 1786 }
1840} 1787}
1841 1788
1842/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1843 */ 1790 */
1791bool
1844void fire(object *op,int dir) { 1792fire (object *op, int dir)
1793{
1845 int spellcost=0; 1794 int spellcost = 0;
1846 1795
1847 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1797 if (action_makes_visible (op))
1798 make_visible (op);
1849 1799
1850 switch(op->contr->shoottype) { 1800 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1801
1854 case range_bow: 1802 if (pl->golem)
1855 player_fire_bow(op, dir); 1803 {
1856 return; 1804 control_golem (op->contr->golem, dir);
1857 1805 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1806 }
1873 else 1807
1874 control_golem(op->contr->ranges[range_golem], dir); 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1875 return; 1811 return false;
1876 1812
1877 case range_skill: 1813 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1814 return false;
1885 case range_builder: 1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
1824 player_fire_bow (op, dir);
1825 break;
1826
1827 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1829 break;
1830
1831 case BUILDER:
1886 apply_map_builder( op, dir ); 1832 apply_map_builder (op, dir);
1887 return; 1833 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1894 1838
1839 default:
1840 fire_misc_object (op, dir);
1841 break;
1842 }
1843
1844 return true;
1845}
1895 1846
1896/* find_key 1847/* find_key
1897 * 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
1898 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1852 * pl is the player,
1902 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1905 */ 1856 */
1906 1857object *
1907object * find_key(object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1908{ 1859{
1909 object *tmp,*key; 1860 object *tmp, *key;
1910 1861
1911 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1863 if (!container->inv)
1864 return 0;
1913 1865
1914 /* 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 */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1869 if (door->type == DOOR && tmp->type == KEY)
1870 break;
1917 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1919 */ 1873 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1875 break;
1922 } 1876 }
1877
1923 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1924 /* 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.
1925 * 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
1926 * a key, return 1881 * a key, return
1927 */ 1882 */
1928 if (!tmp) { 1883 if (!tmp)
1884 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1930 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1888 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1889 {
1890 if ((key = find_key (pl, tmp, door)))
1891 return key;
1892 }
1893 }
1894
1895 if (!tmp)
1896 return NULL;
1933 } 1897 }
1934 } 1898
1935 if (!tmp) return NULL;
1936 }
1937 /* 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,
1938 * see if we actually want to use it 1900 * see if we actually want to use it
1939 */ 1901 */
1940 if (pl!=container) { 1902 if (pl != container)
1903 {
1941 /* Only let players use keys in containers */ 1904 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1905 if (!pl->contr)
1906 return NULL;
1943 /* cases where this fails: 1907 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1908 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1909 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1910 * If the container is not active, return now since only active
1947 * containers can be used. 1911 * containers can be used.
1948 * If we only search keyrings and the container does not have 1912 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1913 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1914 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1915 * inv must have been an container and must have been active.
1952 * 1916 *
1953 * Change the color so that the message doesn't disappear with 1917 * Change the color so that the message doesn't disappear with
1954 * all the others. 1918 * all the others.
1955 */ 1919 */
1956 if (pl->contr->usekeys == key_inventory || 1920 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1921 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1923 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1926 return NULL;
1965 } 1927 }
1966 } 1928 }
1929
1967 return tmp; 1930 return tmp;
1968} 1931}
1969 1932
1970/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1935 * such that the caller should not do anything more,
1973 * 0 otherwise 1936 * 0 otherwise
1974 */ 1937 */
1938static int
1975static int player_attack_door(object *op, object *door) 1939player_attack_door (object *op, object *door)
1976{ 1940{
1977
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1981 */ 1944 */
1982 object *key=find_key(op, op, door); 1945 object *key = find_key (op, op, door);
1983 1946
1984 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1985 if (key) { 1948 if (key)
1949 {
1986 object *container=key->env; 1950 object *container = key->env;
1987 1951
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1952 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1953 make_visible (op);
1954
1990 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
1991 if (door->type == DOOR) { 1958 if (door->type == DOOR)
1992 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 */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1960 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1961 {
1996 "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);
1997 remove_door2(door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1964 }
1965
1999 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1968
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1970 }
2005 } else if (door->type==LOCKED_DOOR) { 1971 else if (door->type == LOCKED_DOOR)
1972 {
2006 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2007 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...");
2008 return 1; 1975 return 1;
2009 } 1976 }
1977
2010 return 0; 1978 return 0;
2011} 1979}
2012 1980
2013/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2018 */ 1986 */
2019 1987bool
2020void move_player_attack(object *op, int dir) 1988move_player_attack (object *op, int dir)
2021{ 1989{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 1990 int on_battleground;
2025 mapstruct *m;
2026 1991
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2031 1994
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1995 on_battleground = op_on_battleground (op, 0, 0);
2033 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
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2038 * 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
2039 * 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
2040 * 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
2041 * move_ob uses. 2013 * move_ob uses.
2042 */ 2014 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2015 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2016
2055 mon = NULL;
2056 /* 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
2057 * 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.
2058 * 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
2059 * on the space 2020 * on the space
2060 */ 2021 */
2061 while (tmp!=NULL) { 2022 object *mon;
2062 if (tmp == op) { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2024 {
2064 continue; 2025 if ((mon->flag [FLAG_ALIVE]
2026 || mon->type == LOCKED_DOOR
2027 || mon->flag [FLAG_CAN_ROLL])
2028 && mon != op)
2029 break;
2065 } 2030 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2031
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2033 return false; /* into a wall */
2077 2034
2078 if(mon->head != NULL)
2079 mon = mon->head; 2035 mon = mon->head_ ();
2080 2036
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2042 return true;
2043 }
2083 2044
2084 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2050 * and thus will not push them.
2090 */ 2051 */
2091 2052
2092 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2095 */ 2056 */
2096 if ((op->type==PLAYER) 2057 if (op->type == PLAYER
2097#if COZY_SERVER 2058 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2060 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2062 {
2109 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2064 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2065 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 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
2117 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2086 * attack them either.
2121 */ 2087 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2090 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2095 {
2096 --op->speed_left;
2097
2098 if (!op->contr->braced)
2131 )) { 2099 {
2132 if (!op->contr->braced) { 2100 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2101 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2102 }
2135 } else { 2103 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2105
2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2109 return true;
2110 }
2137 } 2111 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2142 * 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.
2143 */ 2114 */
2144 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
2145 recursive_roll(mon,dir,op); 2121 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2122 if (action_makes_visible (op))
2147 } 2123 make_visible (op);
2148 2124
2125 return true;
2126 }
2127 }
2149 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2150 * 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
2151 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2152 * 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
2153 * 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.
2154 */ 2133 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2136 {
2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2138 {
2139 --op->contr->weapon_sp_left;
2159 2140
2160 /* If the player hasn't hit something this tick, and does 2141 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2142
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2143 if (action_makes_visible (op))
2144 make_visible (op);
2145
2146 return true;
2147 }
2169 } 2148 }
2170 2149
2171 skill_attack(mon, op, 0, NULL, NULL); 2150 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2151}
2189 2152
2153bool
2190int move_player(object *op,int dir) { 2154move_player (object *op, int dir)
2155{
2191 int pick; 2156 int pick;
2192 object *transport = op->contr->transport;
2193 2157
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 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;
2256} 2204}
2257 2205
2258/* 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
2259 * new client/server stuff. 2207 * new client/server stuff.
2260 * 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
2261 * the new speed values for commands. 2209 * the new speed values for commands.
2262 * 2210 *
2263 * 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.
2264 */ 2214 */
2215bool
2265int handle_newcs_player(object *op) 2216handle_newcs_player (object *op)
2266{ 2217{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2219 {
2220 if (op->speed_left > 0.f)
2221 {
2222 --op->speed_left;
2223 flee_player (op);
2291 2224
2292 /* I've been seeing crashes where the golem has been destroyed, but 2225 return true;
2293 * the player object still points to the defunct golem. The code that 2226 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2227 else
2295 * put this in a a workaround to clean up the golem pointer. 2228 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2229 }
2303 2230
2304 /* 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
2305 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2233 * called, so we recheck it here.
2307 */ 2234 */
2308 HandleClient(&op->contr->socket, op->contr); 2235 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2236 return true;
2310 2237
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2239 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2240
2321 else return 0; 2241 return false;
2322 } 2242}
2243
2244int
2245save_life (object *op)
2246{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2248 return 0;
2324}
2325 2249
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2252 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2253 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2255
2338 if (op->contr) 2256 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2258
2343 if(op->stats.hp<0) 2259 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2260 op->stats.hp = op->stats.maxhp;
2261
2345 if(op->stats.food<0) 2262 if (op->stats.food < 0)
2346 op->stats.food = 999; 2263 op->stats.food = 999;
2347 fix_player(op); 2264
2265 op->update_stats ();
2348 return 1; 2266 return 1;
2349 } 2267 }
2268
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2271 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2272 return 0;
2354} 2273}
2355 2274
2356/* 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
2357 * 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
2358 * 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
2359 * from. 2278 * from.
2360 */ 2279 */
2280static void
2361void remove_unpaid_objects(object *op, object *env) 2281drop_unpaid_items (object *op, object *env)
2362{ 2282{
2363 object *next;
2364
2365 while (op) { 2283 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2284 {
2367 * we remove object 'op' 2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2286
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2288 op->insert_at (env);
2371 op->x = env->x; 2289 else if (op->inv)
2372 op->y = env->y; 2290 drop_unpaid_items (op->inv, env);
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2291
2292 op = next;
2293 }
2294}
2295
2296void
2297object::drop_unpaid_items ()
2298{
2299 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this);
2301}
2382 2302
2383/* 2303/*
2384 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2389 */ 2309 */
2310const char *
2390char *gravestone_text (object *op) 2311gravestone_text (object *op)
2391{ 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 {
2392 static char buf2[MAX_BUF]; 2331 static char buf2[128];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2332 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2416 strcat (buf2, buf); 2335 }
2336
2417 return buf2; 2337 return buf;
2418} 2338}
2419 2339
2420 2340void
2421
2422void do_some_living(object *op) { 2341do_some_living (object *op)
2342{
2423 int last_food=op->stats.food; 2343 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2344 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2345 int over_hp, over_sp, over_grace;
2426 int i; 2346 int i;
2427 int rate_hp = 1200; 2347 int rate_hp = 1200;
2428 int rate_sp = 2500; 2348 int rate_sp = 2500;
2429 int rate_grace = 2000; 2349 int rate_grace = 2000;
2430 const int max_hp = 1; 2350 const int max_hp = 1;
2431 const int max_sp = 1; 2351 const int max_sp = 1;
2432 const int max_grace = 1; 2352 const int max_grace = 1;
2433 2353
2434 if (op->contr->outputs_sync) { 2354 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2355 {
2436 if (op->contr->outputs[i].buf!=NULL && 2356 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2357 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2358 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2439 } 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 }
2440 2372
2441 if(op->contr->state==ST_PLAYING) { 2373 if (op->contr->ns->state == ST_PLAYING)
2442 2374 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2376 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2377 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2378 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2379 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2380 {
2381 gen_hp = op->stats.maxhp;
2382 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2383 }
2384
2385 if (op->contr->gen_sp >= 0)
2386 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2387 else
2388 {
2389 gen_sp = op->stats.maxsp;
2390 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2391 }
2392
2393 if (op->contr->gen_grace >= 0)
2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2395 else
2396 {
2397 gen_grace = op->stats.maxgrace;
2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2399 }
2400
2401 /* Regenerate Grace */
2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2403 if (--op->last_grace < 0)
2404 {
2405 if (op->stats.grace < op->stats.maxgrace / 2)
2406 op->stats.grace++; /* no penalty in food for regaining grace */
2407
2408 if (max_grace > 1)
2409 {
2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2411 if (over_grace > 0)
2412 {
2413 op->stats.sp += over_grace
2414 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2415 op->last_grace = 0;
2416 }
2417 else
2418 {
2419 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2420 }
2421 }
2422 else
2423 {
2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2425 }
2426 /* wearing stuff doesn't detract from grace generation. */
2427 }
2428
2429 if (op->stats.food > 0)
2430 {
2431 /* Regenerate Spell Points */
2432 if (!op->contr->golem && --op->last_sp < 0)
2433 {
2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2435
2436 if (op->stats.sp < op->stats.maxsp)
2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2443 op->stats.food--;
2444
2445 if (op->contr->digestion < 0)
2446 op->stats.food += op->contr->digestion;
2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 op->stats.food = last_food;
2449 }
2450 }
2451
2452 if (max_sp > 1)
2453 {
2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2481 {
2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2510 }
2511 }
2512
2513 /* Digestion */
2514 if (--op->last_eat < 0)
2515 {
2516 int bonus = max (0, op->contr->digestion),
2517 penalty = max (0, -op->contr->digestion);
2518
2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2520
2561 /* dms do not consume food */ 2521 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2523 op->stats.food--;
2564 } 2524 }
2565 2525
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2527 {
2528 object *flesh = 0;
2568 2529
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2530 for_inv_removable (op, tmp)
2531 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2536 {
2573 manual_apply(op,tmp,0); 2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0);
2540
2574 if(op->stats.food>=0||op->stats.hp<0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2542 break;
2576 } 2543 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2544 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2545 flesh = tmp;
2579 } /* end of for loop */ 2546 }
2547
2580 /* 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
2581 * eat flesh instead. 2549 * eat flesh instead.
2582 */ 2550 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 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.>");
2585 manual_apply(op,flesh,0); 2555 manual_apply (op, flesh, 0);
2586 } 2556 }
2587 } /* end if player is starving */
2588 2557
2589 while(op->stats.food<0&&op->stats.hp>0) 2558 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2559 if (op->stats.food < 0)
2591 2560 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2562 }
2563
2564 if (op->stats.food < 0)
2565 {
2566 op->stats.hp += op->stats.food;
2567 op->stats.food = 0;
2568 }
2569
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2571 kill_player (op);
2572 }
2573}
2597 2574
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2577 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2578 * file.
2602 */ 2579 */
2580void
2603void kill_player(object *op) 2581kill_player (object *op)
2604{ 2582{
2583 int x, y;
2605 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2586 int will_kill_again;
2614 archetype *at; 2587 archetype *at;
2615 object *tmp; 2588 object *tmp;
2616 2589
2617 if(save_life(op)) 2590 if (save_life (op))
2618 return; 2591 return;
2619 2592
2620
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2596 */
2625 if (op_on_battleground(op, &x, &y)) { 2597 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2598 {
2627 "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 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...");
2629 "Local medics have saved your life..."); 2601
2630
2631 /* restore player */ 2602 /* restore player */
2632 at = find_archetype("poisoning"); 2603 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2605 {
2635 remove_ob(tmp); 2606 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2608 }
2639 2609
2640 at = find_archetype("confusion"); 2610 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2611 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2612 {
2643 remove_ob(tmp); 2613 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2615 }
2647 2616
2648 cure_disease(op,0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2619 if (op->stats.food <= 0)
2651 2620 op->stats.food = 999;
2621
2652 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2624 {
2625 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2633 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics";
2635 tmp->insert_at (op, tmp);
2655 { 2636 }
2656 sprintf(buf,"%s's finger",op->name); 2637
2657 tmp->name = add_string(buf);
2658 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer);
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668
2669 /* teleport defeated player to new destination*/ 2638 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2640 op->contr->braced = 0;
2672 return;
2673 }
2674
2675 /* Lauwenmark: Handle for plugin death event */
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2641 return;
2642 }
2678 2643
2679 INVOKE_PLAYER (DEATH, op->contr); 2644 INVOKE_PLAYER (DEATH, op->contr);
2680 2645
2681 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2682 2647
2683 if(op->stats.food<0) { 2648 if (op->stats.food < 0)
2684 if (op->contr->explore) {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name);
2691 strcpy(op->contr->killer,"starvation");
2692 } 2649 {
2693 else { 2650 op->contr->killer = archetype::get ("killer_starvation");
2694 if (op->contr->explore) { 2651 op->contr->killer->destroy ();
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name);
2701 } 2652 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2703 2653
2654 op->contr->play_sound (sound_find ("player_dies"));
2655
2704 /* save the map location for corpse, gravestone*/ 2656 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 2657 x = op->x;
2658 y = op->y;
2659 map = op->map;
2706 2660
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 2661 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * 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.
2711 * 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.
2712 */ 2664 */
2713 2665
2714 /* Basically two ways to go - remove a stat permanently, or just 2666 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 2667 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 2668 * of death.
2717 */ 2669 */
2718#ifndef COZY_SERVER 2670#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 2671 if (settings.balanced_stat_loss)
2672 {
2720 /* If stat loss is permanent, lose one stat only. */ 2673 /* If stat loss is permanent, lose one stat only. */
2721 /* 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
2722 more if they do. */ 2675 more if they do. */
2723 /* Higher level characters can afford things such as potions of 2676 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 2677 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 2678 little bit harder. */
2726 /* GD */ 2679 /* GD */
2727 if (settings.stat_loss_on_death) 2680 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 2681 num_stats_lose = 1;
2729 else 2682 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 2684 }
2685 else
2732 num_stats_lose = 1; 2686 num_stats_lose = 1;
2733 } 2687
2734 lost_a_stat = 0; 2688 lost_a_stat = 0;
2735 2689
2736 for (z=0; z<num_stats_lose; z++) { 2690 for (z = 0; z < num_stats_lose; z++)
2691 {
2737 i = RANDOM() % NUM_STATS; 2692 i = RANDOM () % NUM_STATS;
2738 2693
2739 if (settings.stat_loss_on_death) { 2694 if (settings.stat_loss_on_death)
2695 {
2740 /* 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
2741 * what he lost. 2697 * what he lost.
2742 */ 2698 */
2743 change_attr_value(&(op->stats), i,-1); 2699 change_attr_value (&(op->stats), i, -1);
2744 check_stat_bounds(&(op->stats)); 2700 check_stat_bounds (&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1); 2701 change_attr_value (&(op->contr->orig_stats), i, -1);
2746 check_stat_bounds(&(op->contr->orig_stats)); 2702 check_stat_bounds (&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2703 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2748 lost_a_stat = 1; 2704 lost_a_stat = 1;
2749 } else { 2705 }
2706 else
2707 {
2750 /* deplete a stat */ 2708 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion"); 2709 archetype *deparch = archetype::find ("depletion");
2752 object *dep; 2710 object *dep;
2711
2712 dep = present_arch_in_ob (deparch, op);
2713 if (!dep)
2753 2714 {
2754 dep = present_arch_in_ob(deparch,op);
2755 if(!dep) {
2756 dep = arch_to_object(deparch); 2715 dep = arch_to_object (deparch);
2757 insert_ob_in_ob(dep, op); 2716 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786 2717 }
2787 if (lose_this_stat) { 2718 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss)
2720 {
2721 /* GD */
2722 /* Get the stat that we're about to deplete. */
2788 this_stat = get_attr_value(&(dep->stats), i); 2723 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0)
2725 {
2726 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2727 int keep_chance = this_stat * this_stat;
2728
2729 /* Yes, I am paranoid. Sue me. */
2730 if (keep_chance < 1)
2731 keep_chance = 1;
2732
2733 /* There is a maximum depletion total per level. */
2734 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2735 {
2736 lose_this_stat = 0;
2737 /* Take loss chance vs keep chance to see if we
2738 retain the stat. */
2739 }
2740 else
2741 {
2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2743 lose_this_stat = 0;
2744 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2745 this_stat, keep_chance, loss_chance,
2746 lose_this_stat?"LOSE":"KEEP"); */
2747 }
2748 }
2749 }
2750
2751 if (lose_this_stat)
2752 {
2753 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another 2754 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2755 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2756 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2757 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2758 * difference.
2794 */ 2759 */
2795 if (this_stat>=-50) { 2760 if (this_stat >= -50)
2761 {
2796 change_attr_value(&(dep->stats), i, -1); 2762 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 2763 SET_FLAG (dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 2765 op->update_stats ();
2800 lost_a_stat = 1; 2766 lost_a_stat = 1;
2801 } 2767 }
2802 } 2768 }
2769 }
2803 } 2770 }
2804 } 2771
2805 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 2773 if (!lost_a_stat)
2807 { 2774 {
2808 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2810 const char *god = determine_god(op); 2777 const char *god = determine_god (op);
2778
2811 if (god && (strcmp(god, "none"))) 2779 if (god && (strcmp (god, "none")))
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2813 "moment you feel the holy presence of %s protecting" 2781 else
2814 " you.", god); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2815 else
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 } 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.");
2819#endif 2786#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 2787
2823 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2789 * exp loss on the stone.
2825 */ 2790 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf(buf,"%s's gravestone",op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf(buf,"%s's gravestones",op->name); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2830 FREE_AND_COPY(tmp->name_pl, buf);
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2832 "who was killed\n"
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2797
2840 /**************************************/ 2798 /**************************************/
2841 /* */ 2799 /* */
2842 /* Subtract the experience points, */ 2800 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */ 2801 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */ 2802 /* food, and reset HP's... */
2845 /* */ 2803 /* */
2846 /**************************************/ 2804 /**************************************/
2847 2805
2848 /* remove any poisoning and confusion the character may be suffering.*/ 2806 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */ 2807 /* restore player */
2850 at = find_archetype("poisoning"); 2808 at = archetype::find ("poisoning");
2851 tmp=present_arch_in_ob(at,op); 2809 tmp = present_arch_in_ob (at, op);
2810
2852 if (tmp) { 2811 if (tmp)
2853 remove_ob(tmp); 2812 {
2854 free_object(tmp); 2813 tmp->destroy ();
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 } 2815 }
2857 2816
2858 at = find_archetype("confusion"); 2817 at = archetype::find ("confusion");
2859 tmp=present_arch_in_ob(at,op); 2818 tmp = present_arch_in_ob (at, op);
2860 if (tmp) { 2819 if (tmp)
2861 remove_ob(tmp); 2820 {
2862 free_object(tmp); 2821 tmp->destroy ();
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 2823 }
2824
2865 cure_disease(op,0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2866 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
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 2840 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900; 2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2870 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2873 2848
2874 /* 2849 /*
2875 * 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
2876 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2877 * in the map. 2852 */
2878 */ 2853 op->drop_unpaid_items ();
2879 2854
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op);
2883 break;
2884 }
2885 }
2886
2887
2888 /****************************************/ 2855 /****************************************/
2889 /* */ 2856 /* */
2890 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2892 /* */ 2859 /* */
2893 /****************************************/ 2860 /****************************************/
2894 2861
2895 enter_player_savebed(op); 2862 enter_player_savebed (op);
2896 2863
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0; 2864 op->contr->braced = 0;
2901 save_player(op,1);
2902 2865
2903 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 2869 * on the space that might harm the player.
2907 */ 2870 */
2908 will_kill_again=0; 2871 will_kill_again = 0;
2909 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)
2910 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2912 } 2875
2913 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2914 object *force; 2878 object *force;
2915 int at; 2879 int at;
2916 2880
2917 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1; 2883 force->speed = 0.1f;
2920 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2921 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 2888 force->resist[at] = 100;
2925 } 2889
2926 insert_ob_in_ob(force, op); 2890 insert_ob_in_ob (force, op);
2927 fix_player(op); 2891 op->update_stats ();
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936 2892
2893 }
2894
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 }
2986 }
2987 play_again(op);
2988
2989 /* peterm: added to create a corpse at deathsite. */
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002} 2896}
3003 2897
3004 2898void
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 2899loot_object (object *op)
2900{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 2901 object *tmp, *tmp2, *next;
3007 2902
3008 if (op->container) { /* close open sack first */ 2903 op->close_container (); /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011 2904
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2905 for (tmp = op->inv; tmp; tmp = next)
2906 {
3013 next=tmp->below; 2907 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2908
3015 remove_ob(tmp); 2909 if (tmp->invisible)
2910 continue;
2911
2912 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 2913 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 2914
3018 loot_object(tmp); 2915 if (tmp->type == CONTAINER)
3019 } 2916 loot_object (tmp); /* empty container to ground */
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2917
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 {
3022 if(tmp->nrof>1) { 2920 if (tmp->nrof > 1)
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2921 {
3024 free_object(tmp2); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 }
2925 else
2926 tmp->destroy ();
2927 }
3026 } else 2928 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 2930 }
3031} 2931}
3032 2932
3033/* 2933/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3035 * 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
3036 * was changed. 2936 * was changed.
3037 */ 2937 */
3038 2938void
3039void fix_weight(void) { 2939fix_weight (void)
3040 player *pl; 2940{
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2942 {
3043 if(old == sum) 2943 sint32 old = pl->ob->carrying;
3044 continue; 2944
3045 fix_player(pl->ob); 2945 pl->ob->update_weight ();
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2946
3047 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 }
3048 } 2952 }
3049} 2953}
3050 2954
2955void
3051void fix_luck(void) { 2956fix_luck (void)
3052 player *pl; 2957{
3053 for (pl = first_player; pl != NULL; pl = pl->next) 2958 for_all_players (pl)
3054 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3055 change_luck(pl->ob, 0); 2960 pl->ob->change_luck (0);
3056} 2961}
3057
3058 2962
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3062 */ 2966 */
3063
3064void 2967void
3065cast_dust (object * op, object * throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3066{ 2969{
3067 object *skop, *spob; 2970 object *skop, *spob;
3068 2971
3069 skop = find_skill_by_name (op, throw_ob->skill); 2972 skop = find_skill_by_name (op, throw_ob->skill);
3070 2973
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 2974 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2975 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 2976 {
3074 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);
3075 op->name);
3076 return; 2978 return;
3077 } 2979 }
3078 2980
3079 spob = throw_ob->inv; 2981 spob = throw_ob->inv;
3080 2982
3081 // 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
3082 // 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
3083 // errors should be reported as early as possible IMHO) 2985 // errors should be reported as early as possible IMHO)
3084 if (!spob) 2986 if (!spob)
3085 { 2987 {
3086 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);
3087 throw_ob->name, op->name);
3088 return; 2989 return;
3089 } 2990 }
3090 2991
3091 if (op->type == PLAYER) 2992 if (op->type == PLAYER)
3092 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);
3093 2994
3094 cast_spell (op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3095 2996
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2997 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 2998}
3100 2999
3000void
3101void make_visible (object *op) { 3001make_visible (object *op)
3002{
3102 op->hide = 0; 3003 op->hide = 0;
3103 op->invisible = 0; 3004 op->invisible = 0;
3104 if(op->type==PLAYER) {
3105 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3107 }
3108 update_object(op,UP_OBJ_FACE);
3109}
3110 3005
3111int is_true_undead(object *op) {
3112 object *tmp=NULL;
3113
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3115
3116 if(op->type==PLAYER) 3006 if (op->type == PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below) 3007 {
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3008 op->contr->tmp_invis = 0;
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3009 op->contr->invis_race = 0;
3010 }
3011
3012 update_object (op, UP_OBJ_CHANGE);
3013}
3014
3015int
3016is_true_undead (object *op)
3017{
3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3019 return 1;
3020
3120 return 0; 3021 return 0;
3121} 3022}
3122 3023
3123/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 3026 * indicate greater hideability.
3126 */ 3027 */
3127 3028int
3128int hideability(object *ob) { 3029hideability (object *ob)
3030{
3129 int i,level=0, mflag; 3031 int i, level = 0, mflag;
3130 sint16 x,y; 3032 sint16 x, y;
3131 3033
3132 if(!ob||!ob->map) return 0; 3034 if (!ob || !ob->map)
3035 return 0;
3133 3036
3134 /* so, on normal lighted maps, its hard to hide */ 3037 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 3038 level = ob->map->darkness - 2;
3136 3039
3137 /* this also picks up whether the object is glowing. 3040 /* this also picks up whether the object is glowing.
3138 * 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
3139 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3043 if (has_carried_lights (ob))
3044 level = -(10 + (2 * ob->map->darkness));
3141 3045
3142 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3143 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 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 3052 if (mflag & P_OUT_OF_MAP)
3053 continue;
3054
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 3056 level += 2;
3148 else /* open terrain! */ 3057 else /* open terrain! */
3149 level -= 1; 3058 level -= 1;
3150 } 3059 }
3151 3060
3152#if 0 3061#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3062 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 3063#endif
3155 return level; 3064 return level;
3156} 3065}
3157 3066
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3071 */
3163 3072void
3164void do_hidden_move (object *op) { 3073do_hidden_move (object *op)
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3074{
3166 object *skop; 3075 int hide = 0;
3167 3076
3168 if(!op || !op->map) return; 3077 if (!op || !op->map)
3078 return;
3169 3079
3170 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);
3171 3082
3172 /* 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! */
3173 if(op->type==PLAYER && op->contr->run_on) { 3084 if (op->type == PLAYER && op->contr->run_on)
3174 if(!skop || num >= skop->level) { 3085 if (!skop || num >= skop->level)
3086 {
3175 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!");
3176 make_visible(op); 3088 make_visible (op);
3177 return; 3089 return;
3178 } else num += 20;
3179 } 3090 }
3091 else
3092 num += 20;
3093
3180 num += op->map->difficulty; 3094 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 3096 num -= hide;
3097
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3099 {
3184 make_visible(op); 3100 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3101
3186 "You moved out of hiding! You are visible!"); 3102 if (op->type == PLAYER)
3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 3104 }
3188 else if (op->type == PLAYER && skop) { 3105 else if (op->type == PLAYER && skop)
3189 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);
3190 }
3191} 3107}
3192 3108
3193/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3194 3110
3111int
3195int stand_near_hostile( object *who ) { 3112stand_near_hostile (object *who)
3113{
3196 object *tmp=NULL; 3114 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 3115 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 3116 maptile *m;
3199 sint16 x,y; 3117 sint16 x, y;
3200 3118
3201 if(!who) return 0; 3119 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0; 3120 return 0;
3121
3122 if (who->type == PLAYER)
3123 player = 1;
3124
3125 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3127
3128 /* search adjacent squares */
3129 for (i = 1; i < 9; i++)
3130 {
3131 x = who->x + freearr_x[i];
3132 y = who->y + freearr_y[i];
3133 m = who->map;
3134 mflags = get_map_flags (m, &m, x, y, &x, &y);
3135 /* space must be blocked if there is a monster. If not
3136 * blocked, don't need to check this space.
3137 */
3138 if (mflags & P_OUT_OF_MAP)
3139 continue;
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue;
3142
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3146 return 1;
3147 else if (tmp->type == PLAYER)
3148 {
3149 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3151 return 1;
3152 }
3153 }
3154 }
3155 return 0;
3231} 3156}
3232 3157
3233/* check the player los field for viewability of the 3158/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3235 * 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
3236 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3242 * 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.
3243 * -b.t. 3168 * -b.t.
3244 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3245 */ 3170 */
3246 3171int
3247int player_can_view (object *pl,object *op) { 3172player_can_view (object *pl, object *op)
3173{
3248 rv_vector rv; 3174 rv_vector rv;
3249 int dx,dy; 3175 int dx, dy;
3250 3176
3251 if(pl->type!=PLAYER) { 3177 if (pl->type != PLAYER)
3178 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 3180 return -1;
3278 op = op->more;
3279 } 3181 }
3182
3183 if (!pl || !op)
3280 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;
3281} 3214}
3282 3215
3283/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3218 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we 3219 * effected by this. If we arent invisible to begin with, we
3287 * return 0. 3220 * return 0.
3288 */ 3221 */
3222int
3289int action_makes_visible (object *op) { 3223action_makes_visible (object *op)
3290 3224{
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3293 return 0; 3228 return 0;
3294 3229
3295 if (op->contr && op->contr->tmp_invis == 0) return 0; 3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3296 3232
3297 /* If monsters, they should become visible */ 3233 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3299 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");
3300 return 1; 3237 return 1;
3301 } 3238 }
3302 } 3239 }
3240
3303 return 0; 3241 return 0;
3304} 3242}
3305 3243
3306/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 3246 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3247 * -exit-coord. (and if x, y not NULL)
3310 * 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
3311 * 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
3312 * 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
3313 */ 3251 */
3252int
3314int op_on_battleground (object *op, int *x, int *y) { 3253op_on_battleground (object *op, int *x, int *y)
3315 object *tmp; 3254{
3316
3317 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3318 * 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),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3264 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 strcmp(tmp->name, "battleground")==0 && 3266 && tmp->type == BATTLEGROUND
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3270 /* before we assign the exit, check if this is a teambattle */
3329 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))
3330 object *invtmp; 3272 {
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3274 {
3333 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3334 if (x != NULL && y != NULL) 3276 {
3277 if (x && y)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3280 return 1;
3281 }
3282 }
3283 }
3284
3285 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3336 return 1; 3288 return 1;
3337 } 3289 }
3338 } 3290 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3291 }
3344 } 3292
3345 }
3346 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3347 return 0; 3294 return 0;
3348} 3295}
3349 3296
3350/* 3297/*
3354 * attributes: 3301 * attributes:
3355 * object *who the dragon player 3302 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3303 * int atnr the attack-number of the ability focus
3357 * int level ability level 3304 * int level ability level
3358 */ 3305 */
3306void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3307dragon_ability_gain (object *who, int atnr, int level)
3308{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3309 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3310 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3311 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3312 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3314 int i = 0, j = 0;
3366 3315
3367 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3370 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3372 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3374 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3376 3325
3377 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3378 return; 3327 return;
3379 3328
3380 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 tr = tr->next, i++); 3330
3382 3331 if (!tr || !tr->item)
3383 if (tr == NULL || tr->item == NULL) { 3332 {
3384 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3385 return; 3334 return;
3386 } 3335 }
3387 3336
3388 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3338 item = tr->item;
3390 3339
3391 if (item->type == SPELL) { 3340 if (item->type == SPELL)
3341 {
3392 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3393 return; 3343 return;
3394 3344
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3345 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3396 do_learn_spell (who, item, 0); 3346 do_learn_spell (who, item, 0);
3397 return; 3347 return;
3398 } 3348 }
3399 3349
3400 /* grant direct spell */ 3350 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3351 if (item->type == SPELLBOOK)
3352 {
3402 if (!item->inv) { 3353 if (!item->inv)
3354 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3355 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3356 return;
3406 } 3357 }
3407 if (check_spell_known (who, item->inv->name)) 3358 if (check_spell_known (who, item->inv->name))
3408 return; 3359 return;
3409 if (item->invisible) { 3360 if (item->invisible)
3361 {
3410 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);
3411 do_learn_spell (who, item->inv, 0); 3363 do_learn_spell (who, item->inv, 0);
3412 return; 3364 return;
3413 } 3365 }
3414 } 3366 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3367 else if (item->type == SKILL_TOOL && item->invisible)
3368 {
3416 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 {
3417 3371
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3372 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * 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
3420 * 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,
3421 * but not all of them, he gets nothing. 3375 * but not all of them, he gets nothing.
3422 */ 3376 */
3423 if (!(skop->attacktype & item->attacktype)) { 3377 if (!(skop->attacktype & item->attacktype))
3378 {
3424 /* Give new attacktype */ 3379 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3380 skop->attacktype |= item->attacktype;
3426 3381
3427 /* always add physical if there's none */ 3382 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3383 skop->attacktype |= AT_PHYSICAL;
3429 3384
3430 if (item->msg != NULL) 3385 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3386 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 3387
3433 /* Give player new face */ 3388 /* Give player new face */
3434 if (item->animation_id) { 3389 if (item->animation_id)
3390 {
3435 who->face = skop->face; 3391 who->face = skop->face;
3436 who->animation_id = item->animation_id; 3392 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed; 3393 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0; 3394 who->last_anim = 0;
3439 who->state = 0; 3395 who->state = 0;
3440 animate_object(who, who->direction); 3396 animate_object (who, who->direction);
3441 } 3397 }
3398 }
3399 }
3442 } 3400 }
3443 }
3444 }
3445 else if (item->type == FORCE) { 3401 else if (item->type == FORCE)
3402 {
3446 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3404 object *skin;
3405
3448 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3449 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)
3450 skin=skin->below); 3408 ;
3451 if (skin == NULL) return; 3409
3452 3410 if (!skin)
3411 return;
3412
3453 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3415 {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3416 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456 3417
3457 /* print message */ 3418 /* print message */
3458 sprintf(buf, "You feel attuned to "); 3419 sprintf (buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3420 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3460 if(item->path_attuned & (1<<i)) { 3421 {
3461 if (j) 3422 if (item->path_attuned & (1 << i))
3462 strcat(buf," and "); 3423 {
3463 else 3424 if (j)
3464 j = 1; 3425 strcat (buf, " and ");
3426 else
3427 j = 1;
3465 strcat(buf, spellpathnames[i]); 3428 strcat (buf, spellpathnames[i]);
3466 } 3429 }
3467 } 3430 }
3468 strcat(buf,"."); 3431 strcat (buf, ".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3470 } 3433 }
3471 3434
3472 /* evtl. adding flags: */ 3435 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS)) 3436 if (QUERY_FLAG (item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS); 3437 SET_FLAG (skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH)) 3438 if (QUERY_FLAG (item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH); 3439 SET_FLAG (skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3441 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3479 3442
3480 /* print message if there is one */ 3443 /* print message if there is one */
3481 if (item->msg != NULL) 3444 if (item->msg != NULL)
3482 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
3483 } 3448 {
3484 else {
3485 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3487 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));
3488 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp);
3491 } 3453 }
3492} 3454}
3493 3455
3494/** 3456/**
3495 * 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
3496 * not readied. 3458 * not readied.
3497 */ 3459 */
3460void
3498void player_unready_range_ob(player *pl, object *ob) { 3461player_unready_range_ob (player *pl, object *ob)
3499 rangetype i; 3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3500 3465
3501 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3466 if (pl->combat_ob == ob)
3502 if (pl->ranges[i] == ob) { 3467 pl->combat_ob = 0;
3503 pl->ranges[i] = NULL; 3468
3504 if (pl->shoottype == i) { 3469 if (pl->ranged_ob == ob)
3505 pl->shoottype = range_none; 3470 pl->ranged_ob = 0;
3506 }
3507 }
3508 }
3509} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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