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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.202 by root, Fri Aug 29 02:07:09 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 1.13 2006/09/01 14:12:04 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
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;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 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); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_player_skills (ob);
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
115 } 232 {
116 rules[0]='\0'; 233 object *tmp, *abil = 0, *skin = 0;
117 size=0; 234
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 236 if (tmp->type == FORCE)
120 continue; 237 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
122 { 311 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 312 case SKILL:
124 break; 313 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; 314 break;
167 } 315
168 strncat(news+size,buf,HUGE_BUF-size); 316 case WAND:
169 size+=strlen(buf); 317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
170 } 326 }
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}
180 327
181int playername_ok(const char *cp) { 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 329 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} 330}
190 331
191/* This no longer sets the player map. Also, it now updates 332void
192 * all the pointers so the caller doesn't need to do that. 333player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 334{
194 */ 335 observe = op ? op : ob;
336 do_los = 1;
337}
195 338
196/* Redo this to do both get_player_ob and get_player. 339player::player ()
197 * Hopefully this will be less bugfree and simpler. 340{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 342 * we deal with that below this point.
236 */ 343 */
237 p->party=NULL; 344 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 347
243#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 349
245#endif 350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
246 369 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
248 372 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 373
258 roll_stats(op); 374 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 375}
300 376
301 377player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 378{
305 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
306 op->x = -1; 380 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 381}
310 382
311/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
313 * mode. 385 * mode.
314 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
315 391
316int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 393
319 p=get_player(NULL); 394 pl->ob->roll_stats ();
320 p->socket = *ns; 395 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 397
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 398 set_first_map (pl->ob);
331 399
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 400 return pl;
339} 401}
340 402
341/* 403/*
342 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
345 */ 407 */
408archetype *
346archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
347{ 410{
348 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
349 for (;;) { 419 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 420 {
361} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
362 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
363 430
431object *
364object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
365 object *op = NULL; 434 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 435 objectlink *ol;
368 unsigned lastdist; 436 unsigned lastdist;
369 rv_vector rv; 437 rv_vector rv;
370 438
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 440 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
399 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
445 {
400 op=ol->ob; 446 op = ol->ob;
401 lastdist=rv.distance; 447 lastdist = rv.distance;
402 } 448 }
403 } 449 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 450
451 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 452 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 454 {
412 } 455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
519 return 0;
472 520
473 x=mon->x; 521 x = mon->x;
474 y=mon->y; 522 y = mon->y;
475 m=mon->map; 523 m = mon->map;
476 dir = rv.direction; 524 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
479 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 529 if (diff > max)
530 return 0;
531
481 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
482 lastx = x; 534 lastx = x;
483 lasty = y; 535 lasty = y;
484 lastmap = m; 536 lastmap = m;
485 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
487 539
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 542
491 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
494 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
496 */ 549 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
499 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 554 * the values so it will try again.
501 */ 555 */
502 x = lastx; 556 x = lastx;
503 y = lasty; 557 y = lasty;
504 m = lastmap; 558 m = lastmap;
505 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
506 } else { 561 else
562 {
507 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
508 * either the left or right. 564 * either the left or right.
509 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 568 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 569 * stepping back and forth
514 */ 570 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 576 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 581 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 583 * the last direction the creature has successfully
526 * moved. 584 * moved.
527 */ 585 */
528 586
529 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 589 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
537 598
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
539 } 601 }
540 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
542 */ 604 */
543 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 606 return 0;
545 diff--; 607 diff--;
546 lastdir=dir; 608 lastdir = dir;
547 max--; 609 max--;
548 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
549 } /* else check alternate directions */ 612 } /* else check alternate directions */
550 } /* if blocked */ 613 } /* if blocked */
551 else { 614 else
615 {
552 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
553 diff--; 617 diff--;
554 max--; 618 max--;
555 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
556 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623
624 if (diff <= 1)
557 } 625 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 627 * headed toward player for entire distance.
561 */ 628 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 631 }
565 if (diff>max) return 0; 632
633 if (diff > max)
634 return 0;
566 } 635 }
636
567 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 638 if (!max)
639 return 0;
569 640
570 return firstdir; 641 return firstdir;
571} 642}
572 643
644void
573void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 646{
575
576 if(pl->randomitems!=NULL) 647 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 649
579 for (op=pl->inv; op; op=next) { 650 for (object *next, *op = pl->inv; op; op = next)
651 {
580 next = op->below; 652 next = op->below;
581 653
582 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 656 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 658 SET_FLAG (op, FLAG_APPLIED);
587 659
588 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 661 * by this player due to race restrictions
590 */ 662 */
591 if (pl->type == PLAYER) { 663 if (pl->type == PLAYER)
664 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
593 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 670 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 672 {
602 } 673 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 674 continue;
622 } 675 }
623 if (op->nrof > 1) op->nrof = 1; 676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 685 {
686 object *tmp;
625 687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
626 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 705
630 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 708 * merged properly.
633 */ 709 */
634 if (need_identify(op)) { 710 if (need_identify (op))
711 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
638 } 718 {
639 if(op->type==SPELL) { 719 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 720 continue;
721 }
722 else if (op->type == SKILL)
643 } 723 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 725 op->stats.exp = 0;
647 op->level = 1; 726 op->level = 1;
648 } 727 }
649 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
652 731
653 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
654 link_player_skills(pl); 733 link_player_skills (pl);
655} 734}
656 735
657void get_name(object *op) { 736void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
734 if (party == NULL) { 739 if (party == NULL)
740 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 742 return;
737 } 743 }
744
738 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 749}
743
744 750
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int
746int roll_stat(void) { 753roll_stat (void)
754{
747 int a[4],i,j,k; 755 int a[4], i, j, k;
748 756
749 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
751 759
752 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 761 if (a[i] < k)
754 k=a[i],j=i; 762 k = a[i], j = i;
755 763
756 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 765 if (i != j)
758 k+=a[i]; 766 k += a[i];
759 } 767
760 return k; 768 return k;
761} 769}
762 770
763void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
764 int sum=0; 778 int sum = 0;
765 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
767 781
768 do { 782 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 783 break;
770 op->stats.Dex=roll_stat(); 784 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 785
781 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 788
790 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 791
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 792 stats.exp = 0;
821 op->stats.ac=0; 793 stats.ac = 0;
822 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
823 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
826 804
827 fix_player(op); 805 contr->orig_stats = stats;
806 }
807}
808
809void
810object::swap_stats (int a, int b)
811{
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
828 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
831 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
832} 837}
833 838
834void Roll_Again(object *op) 839static void
840start_info (object *op)
835{ 841{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
844 843
845 if ( op->contr->Swap_First == -1 ) { 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 846}
953 847
954/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
958 * not the class. 852 * not the class.
959 */ 853 */
960 854void
961int key_change_class(object *op, char key) 855player::chargen_race_done ()
962{ 856{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
977 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
979 866
980 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
981 868
982 if (op->msg) { 869 if (ob->msg)
983 free_string(op->msg); 870 ob->msg = 0;
984 op->msg=NULL;
985 }
986 871
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 872 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op); 875 link_player_skills (ob);
1000 esrv_send_inventory(op, op); 876 esrv_send_inventory (ob, ob);
1001 fix_player(op); 877 ob->update_stats ();
1002 878
1003 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1004 * is one for this race 880 * is one for this race
1005 */ 881 */
1006 if(*first_map_ext_path) { 882 if (*first_map_ext_path)
1007 object *tmp; 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 884 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 886}
1023 return 0;
1024 }
1025 887
888void
889player::chargen_race_next ()
890{
1026 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
1028 */ 893 */
1029 894
1030 tmp_loop = 0; 895 do
1031 while(!tmp_loop) { 896 {
1032 const char *name = add_string (op->name); 897 shstr name = ob->name;
1033 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
899
1034 remove_statbonus(op); 900 ob->remove_statbonus ();
1035 remove_ob (op); 901 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 902 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 903 ob->arch->copy_to (ob);
1038 op->instantiate (); 904 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 906 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 907 ob->x = x;
1045 op->y = y; 908 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 911 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 912 ob->add_statbonus ();
1051 tmp_loop=allowed_class(op);
1052 } 913 }
914 while (!allowed_class (ob));
915
1053 update_object(op,UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op); 917 esrv_update_item (UPD_FACE, ob, ob);
1055 fix_player(op); 918 ob->update_stats ();
1056 op->stats.hp=op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
1058 op->stats.grace=0; 921 ob->stats.grace = 0;
1059 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg);
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0;
1063} 922}
1064 923
1065int key_confirm_quit(object *op, char key) 924void
1066{
1067 char buf[MAX_BUF];
1068
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 op->contr->state=ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072 return 1;
1073 }
1074
1075 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr);
1077
1078 terminate_all_pets(op);
1079 leave_map(op);
1080 op->direction=0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 "%s quits the game.",op->name);
1083
1084 strcpy(op->contr->killer,"quit");
1085 check_score(op);
1086 op->contr->party=NULL;
1087 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0';
1089
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 mapstruct *mp, *next;
1092
1093 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) {
1099 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf)))
1101 delete_map(mp);
1102 }
1103
1104 delete_character(op->name, 1);
1105 }
1106 play_again(op);
1107 return 1;
1108}
1109
1110void flee_player(object *op) { 925flee_player (object *op)
926{
1111 int dir,diff; 927 int dir, diff;
1112 rv_vector rv; 928 rv_vector rv;
1113 929
1114 if(op->stats.hp < 0) { 930 if (op->stats.hp < 0)
931 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 932 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
934 return;
935 }
936
937 if (op->enemy == NULL)
938 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED);
941 return;
942 }
943
944 /* Seen some crashes here. Since we don't store an
945 * op->enemy_count, it is possible that something destroys the
946 * actual enemy, and the object is recycled.
947 */
948 if (op->enemy->map == NULL)
949 {
950 CLEAR_FLAG (op, FLAG_SCARED);
951 op->enemy = NULL;
952 return;
953 }
954
955 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 {
957 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED);
959 return;
960 }
961
962 get_rangevector (op, op->enemy, &rv, 0);
963
964 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++)
966 {
967 int m = 1 - (RANDOM () & 2);
968
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1117 return; 970 return;
1118 } 971 }
1119 972
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 975 op->enemy = NULL;
1154} 976}
1155
1156 977
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 978/* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should 979 * It returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 980 * stop.
1160 */ 981 */
982int
1161int check_pick(object *op) { 983check_pick (object *op)
984{
1162 object *tmp, *next; 985 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 986 int stop = 0;
1165 int j, k, wvratio; 987 int wvratio;
1166 char putstring[128], tmpstr[16]; 988 char putstring[128];
1167
1168 989
1169 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1171 return 1; 992 return 1;
1172 993
1173 op_tag = op->count;
1174
1175 next = op->below; 994 next = op->below;
1176 if (next) 995
1177 next_tag = next->count; 996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1178 998
1179 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 1000 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1001 while (next && !next->destroyed ())
1182 { 1002 {
1183 tmp = next; 1003 tmp = next;
1184 next = tmp->below; 1004 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1005
1188 if (was_destroyed (op, op_tag)) 1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1012 if (op->destroyed ())
1189 return 0; 1013 return 0;
1190 1014
1191 if ( ! can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1192 continue; 1016 continue;
1193 1017
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1019 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1198 continue; 1022 continue;
1199 } 1023 }
1200 1024
1201 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1026 if (!(op->contr->mode & PU_NEWMODE))
1027 {
1203 switch (op->contr->mode) { 1028 switch (op->contr->mode)
1029 {
1030 case 0:
1204 case 0: return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1205 case 1: pick_up (op, tmp); 1032 case 1:
1033 CHK_PICK_PICKUP;
1206 return 1; 1034 return 1;
1207 case 2: pick_up (op, tmp); 1035 case 2:
1036 CHK_PICK_PICKUP;
1208 return 0; 1037 return 0;
1038 case 3:
1209 case 3: return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1210 case 4: pick_up (op, tmp); 1040 case 4:
1041 CHK_PICK_PICKUP;
1211 break; 1042 break;
1212 case 5: pick_up (op, tmp); 1043 case 5:
1044 CHK_PICK_PICKUP;
1213 stop = 1; 1045 stop = 1;
1214 break; 1046 break;
1215 case 6: 1047 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1050 CHK_PICK_PICKUP;
1219 break; 1051 break;
1220 1052
1221 case 7: 1053 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1055 CHK_PICK_PICKUP;
1224 break; 1056 break;
1225 1057
1226 default: 1058 default:
1227 /* use value density */ 1059 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1))) 1062 CHK_PICK_PICKUP;
1231 >= op->contr->mode)
1232 pick_up(op,tmp);
1233 } 1063 }
1234 } 1064 }
1235 else { /* old model */ 1065 else
1066 { /* old model */
1236 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG) 1068 if (op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 { 1069 {
1257 sprintf(tmpstr,"%d ",k*32+j); 1070 /* some debugging code to figure out item information */
1258 strcat(putstring, tmpstr); 1071 if (tmp->name != NULL)
1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1074 else
1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1259 } 1079 }
1080
1081 /* philosophy:
1082 * It's easy to grab an item type from a pile, as long as it's
1083 * generic. This takes no game-time. For more detailed pickups
1084 * and selections, select-items should be used. This is a
1085 * grab-as-you-run type mode that's really useful for arrows for
1086 * example.
1087 * The drawback: right now it has no frontend, so you need to
1088 * stick the bits you want into a calculator in hex mode and then
1089 * convert to decimal and then 'pickup <#>
1090 */
1091
1092 /* the first two modes are exclusive: if NOTHING we return, if
1093 * STOP then we stop. All the rest are applied sequentially,
1094 * meaning if any test passes, the item gets picked up. */
1095
1096 /* if mode is set to pick nothing up, return */
1097
1098 if (op->contr->mode & PU_NOTHING)
1099 return 1;
1100
1101 /* if mode is set to stop when encountering objects, return */
1102 /* take STOP before INHIBIT since it doesn't actually pick
1103 * anything up */
1104
1105 if (op->contr->mode & PU_STOP)
1106 return 0;
1107
1108 /* useful for going into stores and not losing your settings... */
1109 /* and for battles wher you don't want to get loaded down while
1110 * fighting */
1111 if (op->contr->mode & PU_INHIBIT)
1112 return 1;
1113
1114 /* prevent us from turning into auto-thieves :) */
1115 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1116 continue;
1117
1118 /* ignore known cursed objects */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1120 continue;
1121
1122 /* all food and drink if desired */
1123 /* question: don't pick up known-poisonous stuff? */
1124 if (op->contr->mode & PU_FOOD)
1125 if (tmp->type == FOOD)
1126 {
1127 CHK_PICK_PICKUP;
1128 continue;
1129 }
1130
1131 if (op->contr->mode & PU_DRINK)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1133 {
1134 CHK_PICK_PICKUP;
1135 continue;
1136 }
1137
1138 if (op->contr->mode & PU_POTION)
1139 if (tmp->type == POTION)
1140 {
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 /* spellbooks, skillscrolls and normal books/scrolls */
1146 if (op->contr->mode & PU_SPELLBOOK)
1147 if (tmp->type == SPELLBOOK)
1148 {
1149 CHK_PICK_PICKUP;
1150 continue;
1151 }
1152
1153 if (op->contr->mode & PU_SKILLSCROLL)
1154 if (tmp->type == SKILLSCROLL)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_READABLES)
1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* wands/staves/rods/horns */
1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 /* pick up all magical items */
1176 if (op->contr->mode & PU_MAGICAL)
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 {
1185 if (tmp->type == MONEY || tmp->type == GEM)
1186 {
1187 CHK_PICK_PICKUP;
1188 continue;
1189 }
1260 } 1190 }
1191
1192 /* rings & amulets - talismans seems to be typed AMULET */
1193 if (op->contr->mode & PU_JEWELS)
1194 if (tmp->type == RING || tmp->type == AMULET)
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 /* we don't forget dragon food */
1201 if (op->contr->mode & PU_FLESH)
1202 if (tmp->type == FLESH)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 /* bows and arrows. Bows are good for selling! */
1209 if (op->contr->mode & PU_BOW)
1210 if (tmp->type == BOW)
1211 {
1212 CHK_PICK_PICKUP;
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_ARROW)
1217 if (tmp->type == ARROW)
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* all kinds of armor etc. */
1224 if (op->contr->mode & PU_ARMOUR)
1225 if (tmp->type == ARMOUR)
1226 {
1227 CHK_PICK_PICKUP;
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_HELMET)
1232 if (tmp->type == HELMET)
1233 {
1234 CHK_PICK_PICKUP;
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_SHIELD)
1239 if (tmp->type == SHIELD)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_BOOTS)
1246 if (tmp->type == BOOTS)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_GLOVES)
1253 if (tmp->type == GLOVES)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_CLOAK)
1260 if (tmp->type == CLOAK)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 /* hoping to catch throwing daggers here */
1267 if (op->contr->mode & PU_MISSILEWEAPON)
1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1269 {
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1273
1274 /* careful: chairs and tables are weapons! */
1275 if (op->contr->mode & PU_ALLWEAPON)
1276 {
1277 if (tmp->type == WEAPON && tmp->name != NULL)
1278 {
1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285 }
1286
1287 if (tmp->type == WEAPON && tmp->name == NULL)
1288 {
1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1290 {
1291 CHK_PICK_PICKUP;
1292 continue;
1293 }
1294 }
1261 } 1295 }
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263 1296
1297 /* misc stuff that's useful */
1298 if (op->contr->mode & PU_KEY)
1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1300 {
1301 CHK_PICK_PICKUP;
1302 continue;
1303 }
1304
1305 /* any of the last 4 bits set means we use the ratio for value
1306 * pickups */
1307 if (op->contr->mode & PU_RATIO)
1308 {
1309 /* use value density to decide what else to grab */
1310 /* >=7 was >= op->contr->mode */
1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1312 */
1313 wvratio = op->contr->mode & PU_RATIO;
1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 {
1316 CHK_PICK_PICKUP;
1264#if 0 1317#if 0
1265 /* print the flags too */ 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1319 if (tmp->name != NULL)
1267 { 1320 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1321 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1322 }
1270 { 1323 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1272 if(!((j+1)%4))fprintf(stderr," "); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276#endif 1327#endif
1277 } 1328 continue;
1278 /* philosophy: 1329 }
1279 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for
1283 * example.
1284 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#>
1287 */
1288
1289 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */
1292
1293 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1;
1296
1297 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0;
1302
1303 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while
1305 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1;
1307
1308 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310
1311 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313
1314 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 if(op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322
1323 if(op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326
1327 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 if(op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 if(op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337
1338 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342
1343 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347
1348 if(op->contr->mode & PU_VALUABLES)
1349 {
1350 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 }
1353
1354 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358
1359 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 if(op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366
1367 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 if(op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 if(op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 if(op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 if(op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 if(op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386
1387 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391
1392 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 }
1401 if(tmp->type == WEAPON && tmp->name==NULL)
1402 {
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408
1409 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413
1414 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */
1416 if(op->contr->mode & PU_RATIO)
1417 {
1418 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424 {
1425 pick_up(op, tmp);
1426#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) {
1429 fprintf(stderr,"%s", tmp->name);
1430 } 1330 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1331 } /* the new pickup model */
1432 fprintf(stderr,",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434#endif
1435 continue;
1436 }
1437 } 1332 }
1438 } /* the new pickup model */ 1333
1439 }
1440 return ! stop; 1334 return !stop;
1441} 1335}
1442 1336
1443/* 1337/*
1444 * Find an arrow in the inventory and after that 1338 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1339 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1340 * found object is returned.
1447 */ 1341 */
1342object *
1448object *find_arrow(object *op, const char *type) 1343find_arrow (object *op, const char *type)
1449{ 1344{
1450 object *tmp = NULL; 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1451 1348
1452 for(op=op->inv; op; op=op->below) 1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1454 QUERY_FLAG(op,FLAG_APPLIED)) 1351 if (object *arrow = find_arrow (tmp, type))
1455 tmp = find_arrow (op, type); 1352 {
1456 else if (op->type==ARROW && op->race==type) 1353 splay (tmp);
1457 return op; 1354 return arrow;
1355 }
1356
1458 return tmp; 1357 return 0;
1459} 1358}
1460 1359
1461/* 1360/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test 1362 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down 1363 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow. 1364 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1365 */
1467 1366object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1368{
1470 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1472 1371
1473 if (!type) 1372 if (!type)
1474 return NULL; 1373 return NULL;
1475 1374
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1375 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1376 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1378 {
1479 i = 0; 1379 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1380 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1381 if (i > betterby)
1382 {
1482 tmp = ntmp; 1383 tmp = ntmp;
1483 betterby = i; 1384 betterby = i;
1484 } 1385 }
1386 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1387 else if (arrow->type == ARROW && arrow->race == type)
1388 {
1486 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1391 {
1489 if (arrow->attacktype & AT_DEATH) { 1392 if (arrow->attacktype & AT_DEATH)
1393 {
1490 *better = 100; 1394 *better = 100;
1491 return arrow; 1395 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1396 }
1496 } else { 1397 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1398 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1399 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1400 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1401 }
1513 } 1402 }
1403 else
1404 {
1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1406 {
1407 attacktype = 1 << attacknum;
1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1409 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1410 {
1411 tmp = arrow;
1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1413 }
1414 }
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 {
1417 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 }
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 {
1422 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 }
1514 } 1425 }
1426 }
1515 } 1427 }
1428
1516 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1430 return find_arrow (op, type);
1518 1431
1519 *better = betterby; 1432 *better = betterby;
1520 return tmp; 1433 return tmp;
1521} 1434}
1522 1435
1523/* looks in a given direction, finds the first valid target, and calls 1436/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1438 * op = the shooter
1526 * type = bow->race 1439 * type = bow->race
1527 * dir = fire direction 1440 * dir = fire direction
1528 */ 1441 */
1529 1442object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1531{ 1444{
1532 object *tmp = NULL; 1445 object *tmp = NULL;
1533 mapstruct *m; 1446 maptile *m;
1534 int i, mflags, found, number; 1447 int i, mflags, found, number;
1535 sint16 x, y; 1448 sint16 x, y;
1536 1449
1537 if (op->map == NULL) 1450 if (op->map == NULL)
1538 return find_arrow(op, type); 1451 return find_arrow (op, type);
1539 1452
1540 /* do a dex check */ 1453 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1454 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1455 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1456 return find_arrow (op, type);
1544 1457
1545 m = op->map; 1458 m = op->map;
1546 x = op->x; 1459 x = op->x;
1547 y = op->y; 1460 y = op->y;
1548 1461
1549 /* find the first target */ 1462 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1463 for (i = 0, found = 0; i < 20; i++)
1464 {
1551 x += freearr_x[dir]; 1465 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1466 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1467 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 {
1555 tmp = NULL; 1470 tmp = NULL;
1471 break;
1472 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption.
1477 */
1478 tmp = NULL;
1479 break;
1480 }
1481 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1556 break; 1490 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1491 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1492 }
1574 if (tmp == NULL) 1493 if (tmp == NULL)
1575 return find_arrow(op, type); 1494 return find_arrow (op, type);
1576 1495
1577 if (tmp->head) 1496 if (tmp->head)
1578 tmp = tmp->head; 1497 tmp = tmp->head;
1579 1498
1580 return find_better_arrow(op, tmp, type, &i); 1499 return find_better_arrow (op, tmp, type, &i);
1581} 1500}
1582 1501
1583/* 1502/*
1584 * Creature fires a bow - op can be monster or player. Returns 1503 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1504 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1507 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1508 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special 1509 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1510 * player fire modes.
1592 */ 1511 */
1512int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1514{
1596 object *left, *bow; 1515 object *left, *bow;
1597 tag_t left_tag, tag; 1516 int mflags;
1598 int bowspeed, mflags; 1517 maptile *m;
1599 mapstruct *m;
1600 1518
1601 if (!dir) { 1519 if (!dir)
1520 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1522 return 0;
1523 }
1524
1525 if (op->contr)
1526 bow = op->current_weapon;
1527 else
1604 } 1528 {
1605 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow];
1607 else {
1608 for(bow=op->inv; bow; bow=bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1611 */ 1532 */
1612 if(bow->type==BOW) 1533 if (bow->type == BOW)
1613 break; 1534 break;
1614 1535
1615 if (!bow) { 1536 if (!bow)
1537 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1539 return 0;
1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1618 } 1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1619 } 1549 }
1550
1620 if( !bow->race || !bow->skill) { 1551 if (!bow->race || !bow->skill)
1552 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1554 return 0;
1623 } 1555 }
1624 1556
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626
1627 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632
1633 if (arrow == NULL) { 1557 if (arrow == NULL)
1558 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1560 {
1635 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1564 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1641 return 0; 1567 return 0;
1642 } 1568 }
1643 } 1569 }
1570
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1572 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1573 return 0;
1647 } 1574
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1578 return 0;
1651 } 1579 }
1652 1580
1653 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1582 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1583 {
1656 free_object(arrow); 1584 arrow->destroy ();
1657 return 0; 1585 return 0;
1658 } 1586 }
1659 1587
1660 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count; 1589 arrow = arrow->split ();
1662 arrow = get_split_ob(arrow, 1); 1590 if (!arrow)
1663 if (arrow == NULL) { 1591 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1593 return 0;
1667 } 1594 }
1668 set_owner(arrow, op); 1595
1669 if (arrow->skill) free_string(arrow->skill); 1596 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1597 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1598 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1599
1676 if (op->type == PLAYER) {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1678 fix_player(op);
1679 }
1680
1681 SET_ANIMATION(arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1683 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1685 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1687 1606
1688 /* Note that this was different for monsters - they got their level 1607#if 0
1689 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1690 */
1691 1609 {
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1696 /* update the speed */ 1624 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1698 0 : dam_bonus[op->stats.Str]) +
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1701 1627
1702 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1706 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1707 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1709 (op->chosen_skill?op->chosen_skill->level:op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1718 arrow->level = op->level; 1645 arrow->level = op->level;
1719 } 1646 arrow->stats.wc -= bow->magic;
1720 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1721 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL) 1652 }
1723 arrow->slaying = add_string(bow->slaying);
1724 1653
1725 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1726 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1660
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1730 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1663
1733 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1665 move_arrow (arrow);
1735 1666
1736 if (op->type == PLAYER) {
1737 if (was_destroyed (left, left_tag))
1738 esrv_del_item(op->contr, left_tag);
1739 else
1740 esrv_send_item(op, left);
1741 }
1742 return 1; 1667 return 1;
1743} 1668}
1744 1669
1745/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1671 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1672 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1673 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1674 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1675 * hence the function name.
1751 */ 1676 */
1677int
1752int player_fire_bow(object *op, int dir) 1678player_fire_bow (object *op, int dir)
1753{ 1679{
1754 int ret=0, wcmod=0; 1680 int ret = 0, wcmod = 0;
1755 1681
1756 if (op->contr->bowtype == bow_bestarrow) { 1682 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1683 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1759 dir, 0, op->x, op->y); 1685 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1689 wcmod = -1;
1690
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 1692 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 1704 }
1774 } else { 1705 else
1706 {
1775 /* Simple case */ 1707 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 } 1709 }
1710
1778 return ret; 1711 return ret;
1779} 1712}
1780
1781 1713
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1784 */ 1716 */
1717void
1785void fire_misc_object(object *op, int dir) 1718fire_misc_object (object *op, int dir)
1786{ 1719{
1787 object *item; 1720 object *item = op->contr->ranged_ob;
1788 1721
1789 if (!op->contr->ranges[range_misc]) { 1722 if (!item)
1723 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 1725 return;
1792 } 1726 }
1793 1727
1794 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1728 if (!item->inv)
1729 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1731 return;
1798 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1799 if (item->type == WAND) { 1737 if (item->type == WAND)
1738 {
1800 if(item->stats.food<=0) { 1739 if (item->stats.food <= 0)
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1803 return; 1744 return;
1804 } 1745 }
1746 }
1805 } else if (item->type == ROD || item->type==HORN) { 1747 else if (item->type == ROD || item->type == HORN)
1748 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1808 if (item->type== ROD) 1757 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1759 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813 "The %s needs more time to charge.", query_base_name(item,0)); 1761
1814 return; 1762 return;
1815 } 1763 }
1816 } 1764 }
1817 1765
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1821 if (!(--item->stats.food)) { 1771 if (!(--item->stats.food))
1772 {
1822 object *tmp; 1773 object *tmp;
1774
1823 if (item->arch) { 1775 if (item->arch)
1776 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1826 item->speed = 0; 1779 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1780 }
1829 if ((tmp=is_player_inv(item))) 1781
1782 if (object *pl = item->visible_to ())
1830 esrv_update_item(UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1784 }
1832 } 1785 }
1833 else if (item->type == ROD || item->type==HORN) { 1786 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1787 drain_rod_charge (item);
1835 }
1836 } 1788 }
1837} 1789}
1838 1790
1839/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1840 */ 1792 */
1793bool
1841void fire(object *op,int dir) { 1794fire (object *op, int dir)
1795{
1842 int spellcost=0; 1796 int spellcost = 0;
1843 1797
1844 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1799 if (action_makes_visible (op))
1800 make_visible (op);
1846 1801
1847 switch(op->contr->shoottype) { 1802 player *pl = op->contr;
1848 case range_none:
1849 return;
1850 1803
1851 case range_bow: 1804 if (pl->golem)
1805 {
1806 control_golem (op->contr->golem, dir);
1807 return false;
1808 }
1809
1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
1852 player_fire_bow(op, dir); 1826 player_fire_bow (op, dir);
1853 return; 1827 break;
1854 1828
1855 case range_magic: /* Casting spells */ 1829 case SPELL:
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1857 return; 1831 break;
1858 1832
1859 case range_misc: 1833 case BUILDER:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir ); 1834 apply_map_builder (op, dir);
1884 return; 1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1885 default: 1841 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1842 fire_misc_object (op, dir);
1887 return; 1843 break;
1888 } 1844 }
1889}
1890 1845
1891 1846 return true;
1847}
1892 1848
1893/* find_key 1849/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1850 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1854 * pl is the player,
1899 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1902 */ 1858 */
1903 1859object *
1904object * find_key(object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1905{ 1861{
1906 object *tmp,*key; 1862 object *tmp, *key;
1907 1863
1908 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 1865 if (!container->inv)
1866 return 0;
1910 1867
1911 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1914 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1916 */ 1875 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 1877 break;
1919 } 1878 }
1879
1920 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 1881 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find 1882 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 1883 * a key, return
1924 */ 1884 */
1925 if (!tmp) { 1885 if (!tmp)
1886 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1927 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 1890 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1930 } 1894 }
1931 } 1895 }
1896
1897 if (!tmp)
1932 if (!tmp) return NULL; 1898 return NULL;
1933 } 1899 }
1900
1934 /* We get down here if we have found a key. Now if its in a container, 1901 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it 1902 * see if we actually want to use it
1936 */ 1903 */
1937 if (pl!=container) { 1904 if (pl != container)
1905 {
1938 /* Only let players use keys in containers */ 1906 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 1907 if (!pl->contr)
1908 return NULL;
1940 /* cases where this fails: 1909 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1910 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1911 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1912 * If the container is not active, return now since only active
1944 * containers can be used. 1913 * containers can be used.
1945 * If we only search keyrings and the container does not have 1914 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 1915 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 1916 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 1917 * inv must have been an container and must have been active.
1949 * 1918 *
1950 * Change the color so that the message doesn't disappear with 1919 * Change the color so that the message doesn't disappear with
1951 * all the others. 1920 * all the others.
1952 */ 1921 */
1953 if (pl->contr->usekeys == key_inventory || 1922 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 1925 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 query_name(tmp), query_name(container));
1961 return NULL; 1928 return NULL;
1962 } 1929 }
1963 } 1930 }
1931
1964 return tmp; 1932 return tmp;
1965} 1933}
1966 1934
1967/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1937 * such that the caller should not do anything more,
1970 * 0 otherwise 1938 * 0 otherwise
1971 */ 1939 */
1940static int
1972static int player_attack_door(object *op, object *door) 1941player_attack_door (object *op, object *door)
1973{ 1942{
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1944 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1978 */ 1946 */
1979 object *key=find_key(op, op, door); 1947 object *key = find_key (op, op, door);
1980 1948
1981 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1982 if (key) { 1950 if (key)
1951 {
1983 object *container=key->env; 1952 object *container = key->env;
1984 1953
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 if(action_makes_visible(op)) make_visible(op); 1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1958 spring_trap (door->inv, op);
1959
1988 if (door->type == DOOR) { 1960 if (door->type == DOOR)
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) { 1962 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1963 {
1993 "You open the door with the %s", query_short_name(key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2(door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1966 }
1967
1996 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1970
1999 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1972 }
2002 } else if (door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1974 {
2003 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2005 return 1; 1977 return 1;
2006 } 1978 }
1979
2007 return 0; 1980 return 0;
2008} 1981}
2009 1982
2010/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2015 */ 1988 */
2016 1989bool
2017void move_player_attack(object *op, int dir) 1990move_player_attack (object *op, int dir)
2018{ 1991{
2019 object *tmp, *mon;
2020 sint16 nx, ny;
2021 int on_battleground; 1992 int on_battleground;
2022 mapstruct *m;
2023 1993
2024 nx=freearr_x[dir]+op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2026 1996
2027 on_battleground = op_on_battleground(op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
2028 1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007
2029 /* If braced, or can't move to the square, and it is not out of the 2008 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 2009 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 2010 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2015 * move_ob uses.
2037 */ 2016 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2017 maptile *m = op->map->xy_find (nx, ny);
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2040 m = get_map_from_coord(op->map, &nx, &ny);
2041 if (!m) return; /* Don't think this should happen */
2042 }
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2047 return;
2048 }
2049 2018
2050 mon = NULL;
2051 /* Go through all the objects, and find ones of interest. Only stop if 2019 /* Go through all the objects, and find ones of interest. Only stop if
2052 * we find a monster - that is something we know we want to attack. 2020 * we find a monster - that is something we know we want to attack.
2053 * if its a door or barrel (can roll) see if there may be monsters 2021 * if its a door or barrel (can roll) see if there may be monsters
2054 * on the space 2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2032 }
2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2055 */ 2042 {
2056 while (tmp!=NULL) { 2043 --op->contr->weapon_sp_left;
2057 if (tmp == op) { 2044 return true;
2058 tmp=tmp->above; 2045 }
2059 continue; 2046
2047 /* The following deals with possibly attacking peaceful
2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->hide)
2077 make_visible (op);
2078
2079 return true;
2080 }
2081 else
2082 return false;
2083 }
2084
2085 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't
2088 * attack them either.
2089 */
2090 if ((mon->type == PLAYER || mon->enemy != op)
2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2092 && ((op->contr->peaceful
2093 || (mon->type == PLAYER && mon->contr->peaceful))
2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2097 {
2098 --op->speed_left;
2099
2100 if (!op->contr->braced)
2101 {
2102 op->play_sound (sound_find ("push_player"));
2103 push_ob (mon, dir, op);
2060 } 2104 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2105 else
2062 mon = tmp; 2106 op->statusmsg ("You withhold your attack");
2063 break;
2064 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072 2107
2073 if(mon->head != NULL) 2108 if (op->contr->tmp_invis || op->hide)
2074 mon = mon->head; 2109 make_visible (op);
2075 2110
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2111 return true;
2077 if (player_attack_door(op, mon)) return;
2078
2079 /* The following deals with possibly attacking peaceful
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */
2086
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 { 2112 }
2104 /* If we're braced, we don't want to switch places with it */ 2113 }
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) {
2127 if (!op->contr->braced) {
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 (void) push_ob(mon,dir,op);
2130 } else {
2131 new_draw_info(0, 0,op,"You withhold your attack");
2132 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2116 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2120 {
2121 --op->speed_left;
2122
2140 recursive_roll(mon,dir,op); 2123 recursive_roll (mon, dir, op);
2141 if(action_makes_visible(op)) make_visible(op); 2124 if (action_makes_visible (op))
2142 } 2125 make_visible (op);
2143 2126
2127 return true;
2128 }
2129 }
2144 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points 2131 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2149 */ 2135 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL || 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2153 op->contr->party!=mon->contr->party))) { 2138 {
2154 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 } 2140 {
2182 } /* if player should attack something */ 2141 --op->contr->weapon_sp_left;
2183}
2184 2142
2143 skill_attack (mon, op, 0, 0, 0);
2144
2145 if (action_makes_visible (op))
2146 make_visible (op);
2147
2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2185int move_player(object *op,int dir) { 2156move_player (object *op, int dir)
2157{
2186 int pick; 2158 int pick;
2187 2159
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2161 return 0;
2162
2163 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9))
2165 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0;
2168 }
2169
2170 /* peterm: added following line */
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173
2174 op->facing = dir;
2175
2176 if (op->hide)
2177 do_hidden_move (op);
2178
2179 bool retval;
2180
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on)
2184 retval = fire (op, dir);
2185 else
2186 {
2187 retval = move_player_attack (op, dir);
2188 pick = check_pick (op);
2189 }
2190
2191 /* Add special check for newcs players and fire on - this way, the
2192 * server can handle repeat firing.
2193 */
2194 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2195 op->direction = dir;
2196 else
2197 op->direction = 0;
2198
2199 /* Update how the player looks. Use the facing, so direction may
2200 * get reset to zero. This allows for full animation capabilities
2201 * for players.
2202 */
2203 animate_object (op, op->facing);
2204
2205 return retval;
2229} 2206}
2230 2207
2231/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2209 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2211 * the new speed values for commands.
2235 * 2212 *
2236 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2237 */ 2216 */
2217bool
2238int handle_newcs_player(object *op) 2218handle_newcs_player (object *op)
2239{ 2219{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2221 {
2222 if (op->speed_left > 0.f)
2223 {
2224 --op->speed_left;
2257 flee_player(op); 2225 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2226
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0; 2227 return true;
2262 } 2228 }
2229 else
2230 return false;
2263 } 2231 }
2264 2232
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2235 * called, so we recheck it here.
2280 */ 2236 */
2281 HandleClient(&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2238 return true;
2283 2239
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2241 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2242
2294 else return 0; 2243 return false;
2295 } 2244}
2245
2246int
2247save_life (object *op)
2248{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2250 return 0;
2297}
2298 2251
2299int save_life(object *op) { 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2300 object *tmp; 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2254 {
2255 op->play_sound (sound_find ("ob_evaporate"));
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2257
2258 tmp->destroy ();
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2261 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp;
2263
2264 if (op->stats.food < 0)
2265 op->stats.food = 999;
2266
2267 op->update_stats ();
2303 return 0; 2268 return 1;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 } 2269 }
2270
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2274 return 0;
2327} 2275}
2328 2276
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2332 * from. 2280 * from.
2333 */ 2281 */
2282static void
2334void remove_unpaid_objects(object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2335{ 2284{
2336 object *next;
2337
2338 while (op) { 2285 while (op)
2286 {
2339 next=op->below; /* Make sure we have a good value, in case 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 * we remove object 'op' 2288
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2290 op->insert_at (env);
2344 op->x = env->x; 2291 else if (op->inv)
2345 op->y = env->y; 2292 drop_unpaid_items (op->inv, env);
2346 if (env->type == PLAYER) 2293
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next; 2294 op = next;
2352 } 2295 }
2353} 2296}
2354 2297
2298void
2299object::drop_unpaid_items ()
2300{
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303}
2355 2304
2356/* 2305/*
2357 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2362 */ 2311 */
2312const char *
2363char *gravestone_text (object *op) 2313gravestone_text (object *op)
2364{ 2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2365 static char buf2[MAX_BUF]; 2333 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2334 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2389 strcat (buf2, buf); 2337 }
2338
2390 return buf2; 2339 return buf;
2391} 2340}
2392 2341
2393 2342void
2394
2395void do_some_living(object *op) { 2343do_some_living (object *op)
2344{
2396 int last_food=op->stats.food; 2345 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2346 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2347 int over_hp, over_sp, over_grace;
2399 int i; 2348 int i;
2400 int rate_hp = 1200; 2349 int rate_hp = 1200;
2401 int rate_sp = 2500; 2350 int rate_sp = 2500;
2402 int rate_grace = 2000; 2351 int rate_grace = 2000;
2403 const int max_hp = 1; 2352 const int max_hp = 1;
2404 const int max_sp = 1; 2353 const int max_sp = 1;
2405 const int max_grace = 1; 2354 const int max_grace = 1;
2406 2355
2407 if (op->contr->outputs_sync) { 2356 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2357 {
2409 if (op->contr->outputs[i].buf!=NULL && 2358 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2359 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2412 } 2365 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367 {
2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2373 }
2413 2374
2414 if(op->contr->state==ST_PLAYING) { 2375 if (op->contr->ns->state == ST_PLAYING)
2415 2376 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2379 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2381 else
2382 {
2421 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2385 }
2386
2424 if(op->contr->gen_sp >= 0 ) 2387 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2389 else
2390 {
2427 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2393 }
2394
2430 if(op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2397 else
2398 {
2433 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 } 2401 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2402
2471 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2405 if (--op->last_grace < 0)
2406 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2476 if(max_grace>1) { 2410 if (max_grace > 1)
2411 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2413 if (over_grace > 0)
2414 {
2479 op->stats.sp += over_grace 2415 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2417 op->last_grace = 0;
2418 }
2482 } else { 2419 else
2420 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2484 } 2423 }
2485 } else { 2424 else
2425 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2427 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 } 2429 }
2504 } 2430
2505 if(max_hp>1) { 2431 if (op->stats.food > 0)
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 } 2432 {
2514 } else { 2433 /* Regenerate Spell Points */
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2434 if (!op->contr->golem && --op->last_sp < 0)
2516 } 2435 {
2517 } 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 2437
2519 /* Digestion */ 2438 if (op->stats.sp < op->stats.maxsp)
2520 if(--op->last_eat<0) { 2439 {
2521#ifdef COZY_SERVER 2440 op->stats.sp++;
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529 2441
2530 if(op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2532 else
2533 op->last_eat=25*(1+bonus)/(penalty +1);
2534 /* dms do not consume food */ 2442 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2536 }
2537 }
2538
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2540 object *tmp, *flesh=NULL;
2541
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0);
2547 if(op->stats.food>=0||op->stats.hp<0)
2548 break; 2444 {
2445 op->stats.food--;
2446
2447 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion;
2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450 op->stats.food = last_food;
2451 }
2549 } 2452 }
2453
2454 if (max_sp > 1)
2455 {
2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2474 }
2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2483 {
2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 }
2510 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2512 }
2513 }
2514
2515 /* Digestion */
2516 if (--op->last_eat < 0)
2517 {
2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2520
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--;
2526 }
2527
2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2529 {
2530 object *flesh = 0;
2531
2532 for_inv_removable (op, tmp)
2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 {
2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0);
2542
2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break;
2545 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2546 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2547 flesh = tmp;
2552 } /* end of for loop */ 2548 }
2549
2553 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2551 * eat flesh instead.
2555 */ 2552 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2554 {
2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2559 } 2567 {
2560 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2561 2570
2562 while(op->stats.food<0&&op->stats.hp>0) 2571 if (op->stats.hp < 0)
2563 op->stats.food++,op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2564 2577
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2580 kill_player (op);
2581 }
2567} 2582}
2568
2569
2570 2583
2571/* If the player should die (lack of hp, food, etc), we call this. 2584/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2585 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2587 * file.
2575 */ 2588 */
2589void
2576void kill_player(object *op) 2590kill_player (object *op)
2577{ 2591{
2592 int x, y;
2578 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2595 int will_kill_again;
2587 archetype *at; 2596 archetype *at;
2588 object *tmp; 2597 object *tmp;
2589 2598
2590 if(save_life(op)) 2599 if (save_life (op))
2591 return; 2600 return;
2592 2601
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2605 */
2598 if (op_on_battleground(op, &x, &y)) { 2606 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2607 {
2600 "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2610
2603
2604 /* restore player */ 2611 /* restore player */
2605 at = find_archetype("poisoning"); 2612 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2614 {
2608 remove_ob(tmp); 2615 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2611 } 2621 {
2612 2622 tmp->destroy ();
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2624 }
2620 2625
2621 cure_disease(op,0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2628 if (op->stats.food <= 0)
2624 2629 op->stats.food = 999;
2630
2625 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 {
2629 sprintf(buf,"%s's finger",op->name);
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 } 2633 {
2634 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2642 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics";
2644 tmp->insert_at (op, tmp);
2641 2645 }
2646
2642 /* teleport defeated player to new destination*/ 2647 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2649 op->contr->braced = 0;
2645 return; 2650 return;
2646 } 2651 }
2647 2652
2648 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2649 2654
2650 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2651 2656
2652 if(op->stats.food<0) { 2657 op->contr->play_sound (sound_find ("player_dies"));
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2658
2673 /* save the map location for corpse, gravestone*/ 2659 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2675 2663
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2665 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2666 * See the config.h file for a little more in depth detail about this.
2681 */ 2667 */
2682 2668
2683 /* Basically two ways to go - remove a stat permanently, or just 2669 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2670 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2671 * of death.
2686 */ 2672 */
2687#ifndef COZY_SERVER 2673#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2674 if (settings.balanced_stat_loss)
2675 {
2689 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2677 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2678 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2681 little bit harder. */
2695 /* GD */ 2682 /* GD */
2696 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 2684 num_stats_lose = 1;
2702 } 2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2687 }
2688 else
2689 num_stats_lose = 1;
2690
2703 lost_a_stat = 0; 2691 lost_a_stat = 0;
2704 2692
2705 for (z=0; z<num_stats_lose; z++) { 2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2706 i = RANDOM() % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2707 2696
2708 if (settings.stat_loss_on_death) { 2697 if (settings.stat_loss_on_death)
2698 {
2709 /* Pick a random stat and take a point off it. Tell the player 2699 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2700 * what he lost.
2711 */ 2701 */
2712 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2707 lost_a_stat = 1;
2718 } else { 2708 }
2709 else
2710 {
2719 /* deplete a stat */ 2711 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2712 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2722 2717 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2718 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2719 insert_ob_in_ob (dep, op);
2727 } 2720 }
2728 lose_this_stat = 1; 2721 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2722 if (settings.balanced_stat_loss)
2723 {
2730 /* GD */ 2724 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2725 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2726 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2727 if (this_stat < 0)
2728 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2730 int keep_chance = this_stat * this_stat;
2731
2736 /* Yes, I am paranoid. Sue me. */ 2732 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2733 if (keep_chance < 1)
2738 keep_chance = 1; 2734 keep_chance = 1;
2739 2735
2740 /* There is a maximum depletion total per level. */ 2736 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2742 lose_this_stat = 0; 2739 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2741 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 } 2742 }
2754 } 2743 else
2755
2756 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */ 2744 {
2764 if (this_stat>=-50) { 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op);
2769 lost_a_stat = 1; 2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
2770 } 2750 }
2771 } 2751 }
2772 } 2752 }
2773 } 2753
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2754 if (lose_this_stat)
2776 { 2755 {
2777 /* determine_god() seems to not work sometimes... why is this? 2756 this_stat = get_attr_value (&(dep->stats), i);
2778 Should I be using something else? GD */ 2757 /* We could try to do something clever like find another
2779 const char *god = determine_god(op); 2758 * stat to reduce if this fails. But chances are, if
2780 if (god && (strcmp(god, "none"))) 2759 * stats have been depleted to -50, all are pretty low
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2760 * and should be roughly the same, so it shouldn't make a
2782 "moment you feel the holy presence of %s protecting" 2761 * difference.
2783 " you.", god); 2762 */
2763 if (this_stat >= -50)
2784 else 2764 {
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2765 change_attr_value (&(dep->stats), i, -1);
2786 " feel a holy presence protecting you."); 2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats ();
2769 lost_a_stat = 1;
2770 }
2787 } 2771 }
2772 }
2773 }
2774
2775 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat)
2777 {
2778 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */
2780 const char *god = determine_god (op);
2781
2782 if (god && (strcmp (god, "none")))
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786 }
2787#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788#endif 2789#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2790
2792 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2792 * exp loss on the stone.
2794 */ 2793 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2797 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 ());
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2800
2809 /**************************************/ 2801 /**************************************/
2810 /* */ 2802 /* */
2811 /* Subtract the experience points, */ 2803 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2804 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2805 /* food, and reset HP's... */
2814 /* */ 2806 /* */
2815 /**************************************/ 2807 /**************************************/
2816 2808
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2809 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2810 /* restore player */
2819 at = find_archetype("poisoning"); 2811 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2812 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 2813
2822 remove_ob(tmp); 2814 if (tmp)
2823 free_object(tmp); 2815 {
2816 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2818 }
2826 2819
2827 at = find_archetype("confusion"); 2820 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2821 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2822 if (tmp)
2830 remove_ob(tmp); 2823 {
2831 free_object(tmp); 2824 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2826 }
2827
2834 cure_disease(op,0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2835 2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2843 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2839 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2851
2843 /* 2852 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2853 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2854 * and put them back in the map.
2846 * in the map. 2855 */
2847 */ 2856 op->drop_unpaid_items ();
2848 2857
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/ 2858 /****************************************/
2853 /* */ 2859 /* */
2854 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2856 /* */ 2862 /* */
2857 /****************************************/ 2863 /****************************************/
2858 2864
2859 enter_player_savebed(op); 2865 enter_player_savebed (op);
2860 2866
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2867 op->contr->braced = 0;
2865 save_player(op,1);
2866 2868
2867 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2872 * on the space that might harm the player.
2871 */ 2873 */
2872 will_kill_again=0; 2874 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2876 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2877 will_kill_again |= tmp->attacktype;
2876 } 2878
2877 if (will_kill_again) { 2879 if (will_kill_again)
2880 {
2878 object *force; 2881 object *force;
2879 int at; 2882 int at;
2880 2883
2881 force=get_archetype(FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1; 2886 force->speed = 0.1f;
2884 force->speed_left=-5.0; 2887 force->speed_left = -5.f;
2885 SET_FLAG(force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) { 2889 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2891 force->resist[at] = 100;
2892
2893 insert_ob_in_ob (force, op);
2894 op->update_stats ();
2895
2896 }
2897
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2899}
2900
2901void
2902loot_object (object *op)
2903{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next;
2905
2906 op->close_container (); /* close open sack first */
2907
2908 for (tmp = op->inv; tmp; tmp = next)
2909 {
2910 next = tmp->below;
2911
2912 if (tmp->invisible)
2913 continue;
2914
2915 tmp->remove ();
2916 tmp->x = op->x, tmp->y = op->y;
2917
2918 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */
2920
2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 {
2923 if (tmp->nrof > 1)
2924 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2889 } 2927 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else { 2928 else
2948 delete_character(op->name,1); 2929 tmp->destroy ();
2949 } 2930 }
2950 } 2931 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 2933 }
2995} 2934}
2996 2935
2997/* 2936/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 2939 * was changed.
3001 */ 2940 */
3002 2941void
3003void fix_weight(void) { 2942fix_weight (void)
3004 player *pl; 2943{
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2945 {
3007 if(old == sum) 2946 sint32 old = pl->ob->carrying;
3008 continue; 2947
3009 fix_player(pl->ob); 2948 pl->ob->update_weight ();
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949
3011 pl->ob->name, old, sum); 2950 if (old != pl->ob->carrying)
2951 {
2952 pl->ob->update_stats ();
2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
3012 } 2955 }
3013} 2956}
3014 2957
2958void
3015void fix_luck(void) { 2959fix_luck (void)
3016 player *pl; 2960{
3017 for (pl = first_player; pl != NULL; pl = pl->next) 2961 for_all_players (pl)
3018 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 2963 pl->ob->change_luck (0);
3020} 2964}
3021
3022 2965
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3026 */ 2969 */
3027
3028void 2970void
3029cast_dust (object * op, object * throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3030{ 2972{
3031 object *skop, *spob; 2973 object *skop, *spob;
3032 2974
3033 skop = find_skill_by_name (op, throw_ob->skill); 2975 skop = find_skill_by_name (op, throw_ob->skill);
3034 2976
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 2977 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 2979 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2980 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 2981 return;
3041 } 2982 }
3042 2983
3043 spob = throw_ob->inv; 2984 spob = throw_ob->inv;
3044 2985
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2986 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but 2987 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 2988 // errors should be reported as early as possible IMHO)
3048 if (!spob) 2989 if (!spob)
3049 { 2990 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2991 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 throw_ob->name, op->name);
3052 return; 2992 return;
3053 } 2993 }
3054 2994
3055 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 2997
3058 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3059 2999
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3000 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 3001}
3064 3002
3003void
3065void make_visible (object *op) { 3004make_visible (object *op)
3005{
3066 op->hide = 0; 3006 op->hide = 0;
3067 op->invisible = 0; 3007 op->invisible = 0;
3008
3068 if(op->type==PLAYER) { 3009 if (op->type == PLAYER)
3010 {
3069 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3012 op->contr->invis_race = 0;
3071 } 3013 }
3014
3072 update_object(op,UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3073} 3016}
3074 3017
3018int
3075int is_true_undead(object *op) { 3019is_true_undead (object *op)
3076 object *tmp=NULL; 3020{
3077
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3079 3023
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0; 3024 return 0;
3085} 3025}
3086 3026
3087/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3029 * indicate greater hideability.
3090 */ 3030 */
3091 3031int
3092int hideability(object *ob) { 3032hideability (object *ob)
3033{
3093 int i,level=0, mflag; 3034 int i, level = 0, mflag;
3094 sint16 x,y; 3035 sint16 x, y;
3095 3036
3096 if(!ob||!ob->map) return 0; 3037 if (!ob || !ob->map)
3038 return 0;
3097 3039
3098 /* so, on normal lighted maps, its hard to hide */ 3040 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3041 level = ob->map->darkness - 2;
3100 3042
3101 /* this also picks up whether the object is glowing. 3043 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3044 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3105 3048
3106 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3053 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3059 level += 2;
3112 else /* open terrain! */ 3060 else /* open terrain! */
3113 level -= 1; 3061 level -= 1;
3114 } 3062 }
3115 3063
3116#if 0 3064#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3066#endif
3119 return level; 3067 return level;
3120} 3068}
3121 3069
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3074 */
3127 3075void
3128void do_hidden_move (object *op) { 3076do_hidden_move (object *op)
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3077{
3130 object *skop; 3078 int hide = 0;
3131 3079
3132 if(!op || !op->map) return; 3080 if (!op || !op->map)
3081 return;
3133 3082
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3135 3085
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3087 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 3088 if (!skop || num >= skop->level)
3089 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible(op);
3141 return;
3142 } else num += 20;
3143 }
3144 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */
3146 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 make_visible(op); 3091 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3092 return;
3150 "You moved out of hiding! You are visible!");
3151 } 3093 }
3094 else
3095 num += 20;
3096
3097 num += op->map->difficulty;
3098 hide = hideability (op); /* modify by terrain hidden level */
3099 num -= hide;
3100
3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 {
3103 make_visible (op);
3104
3105 if (op->type == PLAYER)
3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3107 }
3152 else if (op->type == PLAYER && skop) { 3108 else if (op->type == PLAYER && skop)
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155} 3110}
3156 3111
3157/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3158 3113
3114int
3159int stand_near_hostile( object *who ) { 3115stand_near_hostile (object *who)
3116{
3160 object *tmp=NULL; 3117 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3119 maptile *m;
3163 sint16 x,y; 3120 sint16 x, y;
3164 3121
3165 if(!who) return 0; 3122 if (!who)
3123 return 0;
3166 3124
3167 if(who->type==PLAYER) player=1; 3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3130
3170 /* search adjacent squares */ 3131 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3132 for (i = 1; i < 9; i++)
3133 {
3172 x = who->x+freearr_x[i]; 3134 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3135 y = who->y + freearr_y[i];
3174 m = who->map; 3136 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3138 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3139 * blocked, don't need to check this space.
3178 */ 3140 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3144 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3145
3183 if((player||friendly) 3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149 return 1;
3150 else if (tmp->type == PLAYER)
3151 {
3152 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3154 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3155 }
3192 } 3156 }
3193 } 3157 }
3194 return 0; 3158 return 0;
3195} 3159}
3196 3160
3197/* check the player los field for viewability of the 3161/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3200 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3201 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3202 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3203 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3204 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3205 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3206 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3171 * -b.t.
3208 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3209 */ 3173 */
3210 3174int
3211int player_can_view (object *pl,object *op) { 3175player_can_view (object *pl, object *op)
3176{
3212 rv_vector rv; 3177 rv_vector rv;
3213 int dx,dy; 3178 int dx, dy;
3214 3179
3215 if(pl->type!=PLAYER) { 3180 if (pl->type != PLAYER)
3181 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3183 return -1;
3218 } 3184 }
3219 if (!pl || !op) return 0;
3220 3185
3221 if(op->head) { op = op->head; } 3186 if (!pl || !op)
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 3187 return 0;
3188
3189 op = op->head_ ();
3190
3191 get_rangevector (pl, op, &rv, 0x1);
3192
3193 /* starting with the 'head' part, lets loop
3194 * through the object and find if it has any
3195 * part that is in the los array but isn't on
3196 * a blocked los square.
3197 * we use the archetype to figure out offsets.
3198 */
3199 while (op)
3200 {
3201 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y;
3203
3204 /* only the viewable area the player sees is updated by LOS
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1;
3212
3213 op = op->more;
3214 }
3215
3216 return 0;
3245} 3217}
3246 3218
3247/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3221 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3222 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3223 * return 0.
3252 */ 3224 */
3225int
3253int action_makes_visible (object *op) { 3226action_makes_visible (object *op)
3254 3227{
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3231 return 0;
3258 3232
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3260 3235
3261 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3240 return 1;
3265 } 3241 }
3266 } 3242 }
3243
3267 return 0; 3244 return 0;
3268} 3245}
3269 3246
3270/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3250 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3251 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3252 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3254 */
3255int
3278int op_on_battleground (object *op, int *x, int *y) { 3256op_on_battleground (object *op, int *x, int *y)
3279 object *tmp; 3257{
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp(tmp->name, "battleground")==0 && 3269 && tmp->type == BATTLEGROUND
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3273 /* before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 object *invtmp; 3275 {
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3277 {
3296 if(invtmp->type==FORCE && invtmp->slaying && 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3279 {
3298 if (x != NULL && y != NULL) 3280 if (x && y)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3300 return 1; 3283 return 1;
3284 }
3301 } 3285 }
3302 } 3286 }
3303 } 3287
3304 if (x != NULL && y != NULL) 3288 if (x && y)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3306 return 1; 3291 return 1;
3292 }
3307 } 3293 }
3308 }
3309 } 3294 }
3295
3310 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3311 return 0; 3297 return 0;
3312} 3298}
3313 3299
3314/* 3300/*
3318 * attributes: 3304 * attributes:
3319 * object *who the dragon player 3305 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3306 * int atnr the attack-number of the ability focus
3321 * int level ability level 3307 * int level ability level
3322 */ 3308 */
3309void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3310dragon_ability_gain (object *who, int atnr, int level)
3311{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3312 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3313 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3314 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3315 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3317 int i = 0, j = 0;
3330 3318
3331 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3334 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3336 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3338 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3340 3328
3341 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3330 return;
3331
3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3333
3334 if (!tr || !tr->item)
3335 {
3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3337 return;
3338 }
3339
3340 /* everything seems okay - now bring on the gift: */
3341 item = tr->item;
3342
3343 if (item->type == SPELL)
3344 {
3345 if (check_spell_known (who, item->name))
3342 return; 3346 return;
3343 3347
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3348 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3349 do_learn_spell (who, item, 0);
3346 3350 return;
3347 if (tr == NULL || tr->item == NULL) { 3351 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352
3353 /* grant direct spell */
3354 if (item->type == SPELLBOOK)
3355 {
3356 if (!item->inv)
3357 {
3358 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3359 return;
3360 }
3361 if (check_spell_known (who, item->inv->name))
3349 return; 3362 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3363 if (item->invisible)
3364 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3365 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3375 do_learn_spell (who, item->inv, 0); 3366 do_learn_spell (who, item->inv, 0);
3376 return; 3367 return;
3377 } 3368 }
3378 } 3369 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3372 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3373 {
3381 3374
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3375 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3376 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3377 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3378 * but not all of them, he gets nothing.
3386 */ 3379 */
3387 if (!(skop->attacktype & item->attacktype)) { 3380 if (!(skop->attacktype & item->attacktype))
3381 {
3388 /* Give new attacktype */ 3382 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3383 skop->attacktype |= item->attacktype;
3390 3384
3391 /* always add physical if there's none */ 3385 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3386 skop->attacktype |= AT_PHYSICAL;
3393 3387
3394 if (item->msg != NULL) 3388 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3390
3397 /* Give player new face */ 3391 /* Give player new face */
3398 if (item->animation_id) { 3392 if (item->animation_id)
3393 {
3399 who->face = skop->face; 3394 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3395 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3396 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3397 who->last_anim = 0;
3403 who->state = 0; 3398 who->state = 0;
3404 animate_object(who, who->direction); 3399 animate_object (who, who->direction);
3405 } 3400 }
3406 } 3401 }
3407 } 3402 }
3408 } 3403 }
3409 else if (item->type == FORCE) { 3404 else if (item->type == FORCE)
3405 {
3410 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3407 object *skin;
3408
3412 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3414 skin=skin->below); 3411 ;
3415 if (skin == NULL) return; 3412
3416 3413 if (!skin)
3414 return;
3415
3417 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3420
3421 /* print message */ 3421 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3422 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3424 {
3424 if(item->path_attuned & (1<<i)) { 3425 if (item->path_attuned & (1 << i))
3426 {
3425 if (j) 3427 if (j)
3426 strcat(buf," and "); 3428 strcat (buf, " and ");
3427 else 3429 else
3428 j = 1; 3430 j = 1;
3429 strcat(buf, spellpathnames[i]); 3431 strcat (buf, spellpathnames[i]);
3430 } 3432 }
3431 } 3433 }
3432 strcat(buf,"."); 3434 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3436 }
3435 3437
3436 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3445
3444 /* print message if there is one */ 3446 /* print message if there is one */
3445 if (item->msg != NULL) 3447 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 }
3450 else
3447 } 3451 {
3448 else {
3449 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3453 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp);
3455 } 3456 }
3456} 3457}
3457 3458
3458/** 3459/**
3459 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3461 * not readied.
3461 */ 3462 */
3463void
3462void player_unready_range_ob(player *pl, object *ob) { 3464player_unready_range_ob (player *pl, object *ob)
3463 rangetype i; 3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3464 3468
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3469 if (pl->combat_ob == ob)
3466 if (pl->ranges[i] == ob) { 3470 pl->combat_ob = 0;
3467 pl->ranges[i] = NULL; 3471
3468 if (pl->shoottype == i) { 3472 if (pl->ranged_ob == ob)
3469 pl->shoottype = range_none; 3473 pl->ranged_ob = 0;
3470 }
3471 }
3472 }
3473} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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