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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 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 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
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 = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231
232 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 342 * we deal with that below this point.
234 */ 343 */
235 p->party=NULL; 344 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 347
241#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 349
243#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)
244 369 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
246 372 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 373
256 roll_stats(op); 374 ob = observe = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 375}
298 376
299 377player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 378{
303 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
304 op->x = -1; 380 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 381}
308 382
309/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 385 * mode.
312 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
313 391
314int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 393
317 p=get_player(NULL); 394 pl->ob->roll_stats ();
318 p->socket = *ns; 395 pl->ob->stats.wc = 2;
319 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... */
320 if(p->socket.faces_sent == NULL) 397
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 398 set_first_map (pl->ob);
329 399
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 400 return pl;
337} 401}
338 402
339/* 403/*
340 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
343 */ 407 */
408archetype *
344archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
345{ 410{
346 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
347 for (;;) { 419 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 420 {
359} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
360 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
361 430
431object *
362object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
363 object *op = NULL; 434 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 435 objectlink *ol;
366 unsigned lastdist; 436 unsigned lastdist;
367 rv_vector rv; 437 rv_vector rv;
368 438
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 440 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 442 continue;
396 443
397 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
445 {
398 op=ol->ob; 446 op = ol->ob;
399 lastdist=rv.distance; 447 lastdist = rv.distance;
400 } 448 }
401 } 449 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 450
451 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 452 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 454 {
410 } 455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
411#if 0 459#if 0
412 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)");
413#endif 461#endif
414 return op; 462 return op;
415} 463}
416 464
417/* 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
418 * 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
419 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 483 * is probably not a good thing.
436 */ 484 */
437#define MAX_SPACES 50 485#define MAX_SPACES 50
438
439 486
440/* 487/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
456 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
457 * 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,
458 * 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
459 * is blocking itself. 506 * is blocking itself.
460 */ 507 */
508int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
462 rv_vector rv; 511 rv_vector rv;
463 sint16 x,y; 512 sint16 x, y;
464 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;
465 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
466 515
467 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
468 517
469 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
519 return 0;
470 520
471 x=mon->x; 521 x = mon->x;
472 y=mon->y; 522 y = mon->y;
473 m=mon->map; 523 m = mon->map;
474 dir = rv.direction; 524 dir = rv.direction;
475 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 */
476 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
477 /* 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. */
478 if (diff>max) return 0; 529 if (diff > max)
530 return 0;
531
479 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
480 lastx = x; 534 lastx = x;
481 lasty = y; 535 lasty = y;
482 lastmap = m; 536 lastmap = m;
483 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
485 539
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 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);
488 542
489 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
490 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))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
492 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
494 */ 549 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
497 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 554 * the values so it will try again.
499 */ 555 */
500 x = lastx; 556 x = lastx;
501 y = lasty; 557 y = lasty;
502 m = lastmap; 558 m = lastmap;
503 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
504 } else { 561 else
562 {
505 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
506 * either the left or right. 564 * either the left or right.
507 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
510 * 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
511 * stepping back and forth 569 * stepping back and forth
512 */ 570 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 576 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
521 * 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
522 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 583 * the last direction the creature has successfully
524 * moved. 584 * moved.
525 */ 585 */
526 586
527 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 589 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
535 598
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
537 } 601 }
538 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
540 */ 604 */
541 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 606 return 0;
543 diff--; 607 diff--;
544 lastdir=dir; 608 lastdir = dir;
545 max--; 609 max--;
546 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
547 } /* else check alternate directions */ 612 } /* else check alternate directions */
548 } /* if blocked */ 613 } /* if blocked */
549 else { 614 else
615 {
550 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
551 diff--; 617 diff--;
552 max--; 618 max--;
553 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
554 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623
624 if (diff <= 1)
555 } 625 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 627 * headed toward player for entire distance.
559 */ 628 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 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));
562 } 631 }
563 if (diff>max) return 0; 632
633 if (diff > max)
634 return 0;
564 } 635 }
636
565 /* 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 */
566 if (!max) return 0; 638 if (!max)
639 return 0;
567 640
568 return firstdir; 641 return firstdir;
569} 642}
570 643
644void
571void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 646{
573
574 if(pl->randomitems!=NULL) 647 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 649
577 for (op=pl->inv; op; op=next) { 650 for (object *next, *op = pl->inv; op; op = next)
651 {
578 next = op->below; 652 next = op->below;
579 653
580 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
581 * 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
582 */ 656 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 658 SET_FLAG (op, FLAG_APPLIED);
585 659
586 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 661 * by this player due to race restrictions
588 */ 662 */
589 if (pl->type == PLAYER) { 663 if (pl->type == PLAYER)
664 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
591 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 670 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 672 {
600 } 673 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 674 continue;
620 } 675 }
621 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)
622 } 685 {
686 object *tmp;
623 687
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
624 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 }
627 705
628 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
629 * 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
630 * merged properly. 708 * merged properly.
631 */ 709 */
632 if (need_identify(op)) { 710 if (need_identify (op))
711 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
636 } 718 {
637 if(op->type==SPELL) { 719 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 720 continue;
721 }
722 else if (op->type == SKILL)
641 } 723 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 725 op->stats.exp = 0;
645 op->level = 1; 726 op->level = 1;
646 } 727 }
647 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
650 731
651 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
652 link_player_skills(pl); 733 link_player_skills (pl);
653} 734}
654 735
655void get_name(object *op) { 736void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
728 if (party == NULL) { 739 if (party == NULL)
740 {
729 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);
730 return; 742 return;
731 } 743 }
744
732 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
735 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:");
736} 749}
737
738 750
739/* 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
740int roll_stat(void) { 753roll_stat (void)
754{
741 int a[4],i,j,k; 755 int a[4], i, j, k;
742 756
743 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
745 759
746 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 761 if (a[i] < k)
748 k=a[i],j=i; 762 k = a[i], j = i;
749 763
750 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 765 if (i != j)
752 k+=a[i]; 766 k += a[i];
753 } 767
754 return k; 768 return k;
755} 769}
756 770
757void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
758 int sum=0; 778 int sum = 0;
759 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
761 781
762 do { 782 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 783 break;
764 op->stats.Dex=roll_stat(); 784 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 785
775 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 788
784 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 791
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 792 stats.exp = 0;
815 op->stats.ac=0; 793 stats.ac = 0;
816 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
817 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
820 804
821 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
822 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
824 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
825 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
826} 837}
827 838
828void Roll_Again(object *op) 839static void
840start_info (object *op)
829{ 841{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
838 843
839 if ( op->contr->Swap_First == -1 ) { 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 846}
947 847
948/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
952 * not the class. 852 * not the class.
953 */ 853 */
954 854void
955int key_change_class(object *op, char key) 855player::chargen_race_done ()
956{ 856{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
971 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
973 866
974 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
975 868
976 if (op->msg) 869 if (ob->msg)
977 op->msg=NULL; 870 ob->msg = 0;
978 871
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 872 start_info (ob);
989 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
991 link_player_skills(op); 875 link_player_skills (ob);
992 esrv_send_inventory(op, op); 876 esrv_send_inventory (ob, ob);
993 fix_player(op); 877 ob->update_stats ();
994 878
995 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
996 * is one for this race 880 * is one for this race
997 */ 881 */
998 if(*first_map_ext_path) { 882 if (*first_map_ext_path)
999 object *tmp; 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1000 mapstruct *oldmap = op->map; 884 else
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 886}
1015 return 0;
1016 }
1017 887
888void
889player::chargen_race_next ()
890{
1018 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
1020 */ 893 */
1021 894
1022 tmp_loop = 0; 895 do
1023 while(!tmp_loop) { 896 {
1024 shstr name = op->name; 897 shstr name = ob->name;
1025 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
899
1026 remove_statbonus(op); 900 ob->remove_statbonus ();
1027 remove_ob (op); 901 ob->remove ();
1028 op->arch = get_player_archetype(op->arch); 902 ob->arch = get_player_archetype (ob->arch);
1029 copy_object (&op->arch->clone, op); 903 ob->arch->copy_to (ob);
1030 op->instantiate (); 904 ob->instantiate ();
1031 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
1032 op->name = op->name_pl = name; 906 ob->name = ob->name_pl = name;
1033 op->x = x; 907 ob->x = x;
1034 op->y = y; 908 ob->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 911 assign (ob->contr->title, ob->arch->object::name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 912 ob->add_statbonus ();
1040 tmp_loop=allowed_class(op);
1041 } 913 }
914 while (!allowed_class (ob));
915
1042 update_object(op,UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 917 esrv_update_item (UPD_FACE, ob, ob);
1044 fix_player(op); 918 ob->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
1047 op->stats.grace=0; 921 ob->stats.grace = 0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052} 922}
1053 923
1054int key_confirm_quit(object *op, char key) 924void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 925flee_player (object *op)
926{
1100 int dir,diff; 927 int dir, diff;
1101 rv_vector rv; 928 rv_vector rv;
1102 929
1103 if(op->stats.hp < 0) { 930 if (op->stats.hp < 0)
931 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 932 LOG (llevDebug, "Fleeing player is dead.\n");
1105 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)))
1106 return; 970 return;
1107 } 971 }
1108 972
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 975 op->enemy = NULL;
1143} 976}
1144
1145 977
1146/* 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.
1147 * 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
1148 * stop. 980 * stop.
1149 */ 981 */
982int
1150int check_pick(object *op) { 983check_pick (object *op)
984{
1151 object *tmp, *next; 985 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 986 int stop = 0;
1154 int j, k, wvratio; 987 int wvratio;
1155 char putstring[128], tmpstr[16]; 988 char putstring[128];
1156
1157 989
1158 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1160 return 1; 992 return 1;
1161 993
1162 op_tag = op->count;
1163
1164 next = op->below; 994 next = op->below;
1165 if (next) 995
1166 next_tag = next->count; 996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 998
1168 /* 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
1169 * destroyed */ 1000 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1001 while (next && !next->destroyed ())
1171 { 1002 {
1172 tmp = next; 1003 tmp = next;
1173 next = tmp->below; 1004 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1005
1177 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 ())
1178 return 0; 1013 return 0;
1179 1014
1180 if ( ! can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1181 continue; 1016 continue;
1182 1017
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1019 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1187 continue; 1022 continue;
1188 } 1023 }
1189 1024
1190 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1026 if (!(op->contr->mode & PU_NEWMODE))
1027 {
1192 switch (op->contr->mode) { 1028 switch (op->contr->mode)
1029 {
1030 case 0:
1193 case 0: return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp); 1032 case 1:
1033 CHK_PICK_PICKUP;
1195 return 1; 1034 return 1;
1196 case 2: pick_up (op, tmp); 1035 case 2:
1036 CHK_PICK_PICKUP;
1197 return 0; 1037 return 0;
1038 case 3:
1198 case 3: return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp); 1040 case 4:
1041 CHK_PICK_PICKUP;
1200 break; 1042 break;
1201 case 5: pick_up (op, tmp); 1043 case 5:
1044 CHK_PICK_PICKUP;
1202 stop = 1; 1045 stop = 1;
1203 break; 1046 break;
1204 case 6: 1047 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1050 CHK_PICK_PICKUP;
1208 break; 1051 break;
1209 1052
1210 case 7: 1053 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1055 CHK_PICK_PICKUP;
1213 break; 1056 break;
1214 1057
1215 default: 1058 default:
1216 /* use value density */ 1059 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1))) 1062 CHK_PICK_PICKUP;
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 1063 }
1223 } 1064 }
1224 else { /* old model */ 1065 else
1066 { /* old model */
1225 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1068 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1069 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1070 /* some debugging code to figure out item information */
1247 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);
1248 } 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 }
1249 } 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 }
1250 } 1295 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 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;
1253#if 0 1317#if 0
1254 /* print the flags too */ 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1319 if (tmp->name != NULL)
1256 { 1320 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1321 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1322 }
1259 { 1323 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1261 if(!((j+1)%4))fprintf(stderr," "); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1327#endif
1266 } 1328 continue;
1267 /* philosophy: 1329 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1330 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1331 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1332 }
1427 } /* the new pickup model */ 1333
1428 }
1429 return ! stop; 1334 return !stop;
1430} 1335}
1431 1336
1432/* 1337/*
1433 * Find an arrow in the inventory and after that 1338 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1339 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1340 * found object is returned.
1436 */ 1341 */
1342object *
1437object *find_arrow(object *op, const char *type) 1343find_arrow (object *op, const char *type)
1438{ 1344{
1439 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);
1440 1348
1441 for(op=op->inv; op; op=op->below) 1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1351 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1352 {
1445 else if (op->type==ARROW && op->race==type) 1353 splay (tmp);
1446 return op; 1354 return arrow;
1355 }
1356
1447 return tmp; 1357 return 0;
1448} 1358}
1449 1359
1450/* 1360/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1365 */
1456 1366object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1368{
1459 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1461 1371
1462 if (!type) 1372 if (!type)
1463 return NULL; 1373 return NULL;
1464 1374
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1375 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1376 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1378 {
1468 i = 0; 1379 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1380 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1381 if (i > betterby)
1382 {
1471 tmp = ntmp; 1383 tmp = ntmp;
1472 betterby = i; 1384 betterby = i;
1473 } 1385 }
1386 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1387 else if (arrow->type == ARROW && arrow->race == type)
1388 {
1475 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1391 {
1478 if (arrow->attacktype & AT_DEATH) { 1392 if (arrow->attacktype & AT_DEATH)
1393 {
1479 *better = 100; 1394 *better = 100;
1480 return arrow; 1395 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1396 }
1485 } else { 1397 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1398 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1399 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1400 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1401 }
1502 } 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 }
1503 } 1425 }
1426 }
1504 } 1427 }
1428
1505 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1430 return find_arrow (op, type);
1507 1431
1508 *better = betterby; 1432 *better = betterby;
1509 return tmp; 1433 return tmp;
1510} 1434}
1511 1435
1512/* 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
1513 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1438 * op = the shooter
1515 * type = bow->race 1439 * type = bow->race
1516 * dir = fire direction 1440 * dir = fire direction
1517 */ 1441 */
1518 1442object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1520{ 1444{
1521 object *tmp = NULL; 1445 object *tmp = NULL;
1522 mapstruct *m; 1446 maptile *m;
1523 int i, mflags, found, number; 1447 int i, mflags, found, number;
1524 sint16 x, y; 1448 sint16 x, y;
1525 1449
1526 if (op->map == NULL) 1450 if (op->map == NULL)
1527 return find_arrow(op, type); 1451 return find_arrow (op, type);
1528 1452
1529 /* do a dex check */ 1453 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1454 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 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)))
1532 return find_arrow(op, type); 1456 return find_arrow (op, type);
1533 1457
1534 m = op->map; 1458 m = op->map;
1535 x = op->x; 1459 x = op->x;
1536 y = op->y; 1460 y = op->y;
1537 1461
1538 /* find the first target */ 1462 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1463 for (i = 0, found = 0; i < 20; i++)
1464 {
1540 x += freearr_x[dir]; 1465 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1466 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1467 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 {
1544 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)
1545 break; 1490 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1491 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1492 }
1563 if (tmp == NULL) 1493 if (tmp == NULL)
1564 return find_arrow(op, type); 1494 return find_arrow (op, type);
1565 1495
1566 if (tmp->head) 1496 if (tmp->head)
1567 tmp = tmp->head; 1497 tmp = tmp->head;
1568 1498
1569 return find_better_arrow(op, tmp, type, &i); 1499 return find_better_arrow (op, tmp, type, &i);
1570} 1500}
1571 1501
1572/* 1502/*
1573 * Creature fires a bow - op can be monster or player. Returns 1503 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1504 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1507 * dir is the direction of fire.
1578 * 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)
1579 * 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
1580 * player fire modes. 1510 * player fire modes.
1581 */ 1511 */
1512int
1582int 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)
1583 sint16 sx, sint16 sy)
1584{ 1514{
1585 object *left, *bow; 1515 object *left, *bow;
1586 tag_t left_tag, tag; 1516 int mflags;
1587 int bowspeed, mflags; 1517 maptile *m;
1588 mapstruct *m;
1589 1518
1590 if (!dir) { 1519 if (!dir)
1520 {
1591 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!");
1592 return 0; 1522 return 0;
1523 }
1524
1525 if (op->contr)
1526 bow = op->current_weapon;
1527 else
1593 } 1528 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1600 */ 1532 */
1601 if(bow->type==BOW) 1533 if (bow->type == BOW)
1602 break; 1534 break;
1603 1535
1604 if (!bow) { 1536 if (!bow)
1537 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1539 return 0;
1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1607 } 1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1608 } 1549 }
1550
1609 if( !bow->race || !bow->skill) { 1551 if (!bow->race || !bow->skill)
1552 {
1610 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);
1611 return 0; 1554 return 0;
1612 } 1555 }
1613 1556
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1557 if (arrow == NULL)
1558 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1560 {
1624 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* 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 */
1628 else 1564 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1630 return 0; 1567 return 0;
1631 } 1568 }
1632 } 1569 }
1570
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1572 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1573 return 0;
1636 } 1574
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576 {
1638 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.");
1639 return 0; 1578 return 0;
1640 } 1579 }
1641 1580
1642 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1582 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1583 {
1645 free_object(arrow); 1584 arrow->destroy ();
1646 return 0; 1585 return 0;
1647 } 1586 }
1648 1587
1649 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1589 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1590 if (!arrow)
1652 if (arrow == NULL) { 1591 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1593 return 0;
1655 } 1594 }
1656 set_owner(arrow, op); 1595
1596 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1598 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1599
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 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 */
1670 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1672 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1674 1606
1675 /* Note that this was different for monsters - they got their level 1607#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1677 */
1678 1609 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 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
1683 /* update the speed */ 1624 /* update the speed */
1684 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
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1688 1627
1689 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1693 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1694 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1705 arrow->level = op->level; 1645 arrow->level = op->level;
1706 } 1646 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1647
1708 arrow->attacktype |= bow->attacktype; 1648 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1649 arrow->slaying = bow->slaying;
1711 1650
1712 arrow->map = m; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1653
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);
1713 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1660
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1663
1720 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1665 move_arrow (arrow);
1722 1666
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1667 return 1;
1730} 1668}
1731 1669
1732/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1671 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1672 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1673 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1674 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1675 * hence the function name.
1738 */ 1676 */
1677int
1739int player_fire_bow(object *op, int dir) 1678player_fire_bow (object *op, int dir)
1740{ 1679{
1741 int ret=0, wcmod=0; 1680 int ret = 0, wcmod = 0;
1742 1681
1743 if (op->contr->bowtype == bow_bestarrow) { 1682 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1683 {
1745 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);
1746 dir, 0, op->x, op->y); 1685 }
1747 } 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 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1689 wcmod = -1;
1690
1750 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);
1751 op->x, op->y); 1692 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1753 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);
1754 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)]);
1755 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 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1757 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);
1758 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);
1759 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);
1760 1704 }
1761 } else { 1705 else
1706 {
1762 /* Simple case */ 1707 /* Simple case */
1763 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);
1764 } 1709 }
1710
1765 return ret; 1711 return ret;
1766} 1712}
1767
1768 1713
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1771 */ 1716 */
1717void
1772void fire_misc_object(object *op, int dir) 1718fire_misc_object (object *op, int dir)
1773{ 1719{
1774 object *item; 1720 object *item = op->contr->ranged_ob;
1775 1721
1776 if (!op->contr->ranges[range_misc]) { 1722 if (!item)
1723 {
1777 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.");
1778 return; 1725 return;
1779 } 1726 }
1780 1727
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1728 if (!item->inv)
1729 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1731 return;
1785 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1786 if (item->type == WAND) { 1737 if (item->type == WAND)
1738 {
1787 if(item->stats.food<=0) { 1739 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1789 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
1790 return; 1744 return;
1791 } 1745 }
1746 }
1792 } else if (item->type == ROD || item->type==HORN) { 1747 else if (item->type == ROD || item->type == HORN)
1748 {
1793 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);
1794 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
1795 if (item->type== ROD) 1757 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "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));
1798 else 1759 else
1799 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));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1761
1801 return; 1762 return;
1802 } 1763 }
1803 } 1764 }
1804 1765
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1806 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 */
1807 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1808 if (!(--item->stats.food)) { 1771 if (!(--item->stats.food))
1772 {
1809 object *tmp; 1773 object *tmp;
1774
1810 if (item->arch) { 1775 if (item->arch)
1776 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1813 item->speed = 0; 1779 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1780 }
1816 if ((tmp=is_player_inv(item))) 1781
1782 if (object *pl = item->visible_to ())
1817 esrv_update_item(UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1784 }
1819 } 1785 }
1820 else if (item->type == ROD || item->type==HORN) { 1786 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1787 drain_rod_charge (item);
1822 }
1823 } 1788 }
1824} 1789}
1825 1790
1826/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1827 */ 1792 */
1793bool
1828void fire(object *op,int dir) { 1794fire (object *op, int dir)
1795{
1829 int spellcost=0; 1796 int spellcost = 0;
1830 1797
1831 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1799 if (action_makes_visible (op))
1800 make_visible (op);
1833 1801
1834 switch(op->contr->shoottype) { 1802 player *pl = op->contr;
1835 case range_none:
1836 return;
1837 1803
1838 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:
1839 player_fire_bow(op, dir); 1826 player_fire_bow (op, dir);
1840 return; 1827 break;
1841 1828
1842 case range_magic: /* Casting spells */ 1829 case SPELL:
1843 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);
1844 return; 1831 break;
1845 1832
1846 case range_misc: 1833 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1834 apply_map_builder (op, dir);
1871 return; 1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1872 default: 1841 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1842 fire_misc_object (op, dir);
1874 return; 1843 break;
1875 } 1844 }
1876}
1877 1845
1878 1846 return true;
1847}
1879 1848
1880/* find_key 1849/* find_key
1881 * 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
1882 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1854 * pl is the player,
1886 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1889 */ 1858 */
1890 1859object *
1891object * find_key(object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1892{ 1861{
1893 object *tmp,*key; 1862 object *tmp, *key;
1894 1863
1895 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1865 if (!container->inv)
1866 return 0;
1897 1867
1898 /* 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 */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1901 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1903 */ 1875 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1877 break;
1906 } 1878 }
1879
1907 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1908 /* 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.
1909 * 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
1910 * a key, return 1883 * a key, return
1911 */ 1884 */
1912 if (!tmp) { 1885 if (!tmp)
1886 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1914 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1890 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1917 } 1894 }
1918 } 1895 }
1896
1897 if (!tmp)
1919 if (!tmp) return NULL; 1898 return NULL;
1920 } 1899 }
1900
1921 /* 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,
1922 * see if we actually want to use it 1902 * see if we actually want to use it
1923 */ 1903 */
1924 if (pl!=container) { 1904 if (pl != container)
1905 {
1925 /* Only let players use keys in containers */ 1906 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1907 if (!pl->contr)
1908 return NULL;
1927 /* cases where this fails: 1909 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1910 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1911 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1912 * If the container is not active, return now since only active
1931 * containers can be used. 1913 * containers can be used.
1932 * If we only search keyrings and the container does not have 1914 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1915 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1916 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1917 * inv must have been an container and must have been active.
1936 * 1918 *
1937 * Change the color so that the message doesn't disappear with 1919 * Change the color so that the message doesn't disappear with
1938 * all the others. 1920 * all the others.
1939 */ 1921 */
1940 if (pl->contr->usekeys == key_inventory || 1922 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1925 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "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));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1928 return NULL;
1949 } 1929 }
1950 } 1930 }
1931
1951 return tmp; 1932 return tmp;
1952} 1933}
1953 1934
1954/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1937 * such that the caller should not do anything more,
1957 * 0 otherwise 1938 * 0 otherwise
1958 */ 1939 */
1940static int
1959static int player_attack_door(object *op, object *door) 1941player_attack_door (object *op, object *door)
1960{ 1942{
1961
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1965 */ 1946 */
1966 object *key=find_key(op, op, door); 1947 object *key = find_key (op, op, door);
1967 1948
1968 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1969 if (key) { 1950 if (key)
1951 {
1970 object *container=key->env; 1952 object *container = key->env;
1971 1953
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1974 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
1975 if (door->type == DOOR) { 1960 if (door->type == DOOR)
1976 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 */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1962 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1963 {
1980 "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);
1981 remove_door2(door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1966 }
1967
1983 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1970
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1972 }
1989 } else if (door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1974 {
1990 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
1991 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...");
1992 return 1; 1977 return 1;
1993 } 1978 }
1979
1994 return 0; 1980 return 0;
1995} 1981}
1996 1982
1997/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2002 */ 1988 */
2003 1989bool
2004void move_player_attack(object *op, int dir) 1990move_player_attack (object *op, int dir)
2005{ 1991{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 1992 int on_battleground;
2009 mapstruct *m;
2010 1993
2011 nx=freearr_x[dir]+op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2013 1996
2014 on_battleground = op_on_battleground(op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
2015 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
2016 /* 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
2017 * 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
2018 * 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
2019 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2020 * 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
2021 * 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
2022 * 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
2023 * move_ob uses. 2015 * move_ob uses.
2024 */ 2016 */
2025 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);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 2018
2037 mon = NULL;
2038 /* 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
2039 * 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.
2040 * 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
2041 * 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))
2042 */ 2042 {
2043 while (tmp!=NULL) { 2043 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 2044 return true;
2045 tmp=tmp->above; 2045 }
2046 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);
2047 } 2104 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2105 else
2049 mon = tmp; 2106 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2107
2060 if(mon->head != NULL) 2108 if (op->contr->tmp_invis || op->hide)
2061 mon = mon->head; 2109 make_visible (op);
2062 2110
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2111 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 2112 }
2091 /* If we're braced, we don't want to switch places with it */ 2113 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2124 * 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.
2125 */ 2116 */
2126 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
2127 recursive_roll(mon,dir,op); 2123 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2124 if (action_makes_visible (op))
2129 } 2125 make_visible (op);
2130 2126
2127 return true;
2128 }
2129 }
2131 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2132 * 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
2133 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2134 * 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
2135 * 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.
2136 */ 2135 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2138 {
2141 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2140 {
2169 } /* if player should attack something */ 2141 --op->contr->weapon_sp_left;
2170}
2171 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
2172int move_player(object *op,int dir) { 2156move_player (object *op, int dir)
2157{
2173 int pick; 2158 int pick;
2174 2159
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 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;
2216} 2206}
2217 2207
2218/* 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
2219 * new client/server stuff. 2209 * new client/server stuff.
2220 * 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
2221 * the new speed values for commands. 2211 * the new speed values for commands.
2222 * 2212 *
2223 * 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.
2224 */ 2216 */
2217bool
2225int handle_newcs_player(object *op) 2218handle_newcs_player (object *op)
2226{ 2219{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 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;
2244 flee_player(op); 2225 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2226
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2227 return true;
2249 } 2228 }
2229 else
2230 return false;
2250 } 2231 }
2251 2232
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* 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
2265 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2235 * called, so we recheck it here.
2267 */ 2236 */
2268 HandleClient(&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2238 return true;
2270 2239
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2241 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2242
2281 else return 0; 2243 return false;
2282 } 2244}
2245
2246int
2247save_life (object *op)
2248{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2250 return 0;
2284}
2285 2251
2286int save_life(object *op) { 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 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));
2288 2257
2258 tmp->destroy ();
2289 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 ();
2290 return 0; 2268 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2269 }
2270
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2274 return 0;
2314} 2275}
2315 2276
2316/* 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
2317 * 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
2318 * 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
2319 * from. 2280 * from.
2320 */ 2281 */
2282static void
2321void remove_unpaid_objects(object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2322{ 2284{
2323 object *next;
2324
2325 while (op) { 2285 while (op)
2286 {
2326 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' */
2327 * we remove object 'op' 2288
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2290 op->insert_at (env);
2331 op->x = env->x; 2291 else if (op->inv)
2332 op->y = env->y; 2292 drop_unpaid_items (op->inv, env);
2333 if (env->type == PLAYER) 2293
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next; 2294 op = next;
2339 } 2295 }
2340} 2296}
2341 2297
2298void
2299object::drop_unpaid_items ()
2300{
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303}
2342 2304
2343/* 2305/*
2344 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2349 */ 2311 */
2312const char *
2350char *gravestone_text (object *op) 2313gravestone_text (object *op)
2351{ 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 {
2352 static char buf2[MAX_BUF]; 2333 static char buf2[128];
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2334 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2376 strcat (buf2, buf); 2337 }
2338
2377 return buf2; 2339 return buf;
2378} 2340}
2379 2341
2380 2342void
2381
2382void do_some_living(object *op) { 2343do_some_living (object *op)
2344{
2383 int last_food=op->stats.food; 2345 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2346 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2347 int over_hp, over_sp, over_grace;
2386 int i; 2348 int i;
2387 int rate_hp = 1200; 2349 int rate_hp = 1200;
2388 int rate_sp = 2500; 2350 int rate_sp = 2500;
2389 int rate_grace = 2000; 2351 int rate_grace = 2000;
2390 const int max_hp = 1; 2352 const int max_hp = 1;
2391 const int max_sp = 1; 2353 const int max_sp = 1;
2392 const int max_grace = 1; 2354 const int max_grace = 1;
2393 2355
2394 if (op->contr->outputs_sync) { 2356 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2357 {
2396 if (op->contr->outputs[i].buf!=NULL && 2358 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2359 /* the socket code flashes the player visible/invisible
2398 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--;
2399 } 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 }
2400 2374
2401 if(op->contr->state==ST_PLAYING) { 2375 if (op->contr->ns->state == ST_PLAYING)
2402 2376 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2379 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2381 else
2382 {
2408 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2385 }
2386
2411 if(op->contr->gen_sp >= 0 ) 2387 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2389 else
2390 {
2414 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2393 }
2394
2417 if(op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2397 else
2398 {
2420 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2401 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2402
2458 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2459 /* 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. */
2460 if(--op->last_grace<0) { 2405 if (--op->last_grace < 0)
2406 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2463 if(max_grace>1) { 2410 if (max_grace > 1)
2411 {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2465 if (over_grace > 0) { 2413 if (over_grace > 0)
2414 {
2466 op->stats.sp += over_grace 2415 op->stats.sp += over_grace
2467 + (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;
2468 op->last_grace=0; 2417 op->last_grace = 0;
2418 }
2469 } else { 2419 else
2420 {
2470 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 }
2471 } 2423 }
2472 } else { 2424 else
2425 {
2473 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);
2474 } 2427 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2429 }
2491 } 2430
2492 if(max_hp>1) { 2431 if (op->stats.food > 0)
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 } 2432 {
2501 } else { 2433 /* Regenerate Spell Points */
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2434 if (!op->contr->golem && --op->last_sp < 0)
2503 } 2435 {
2504 } 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 2437
2506 /* Digestion */ 2438 if (op->stats.sp < op->stats.maxsp)
2507 if(--op->last_eat<0) { 2439 {
2508#ifdef COZY_SERVER 2440 op->stats.sp++;
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2441
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2442 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 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 }
2536 } 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 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2546 else if (tmp->type == FLESH)
2538 } /* End if paid for object */ 2547 flesh = tmp;
2539 } /* end of for loop */ 2548 }
2549
2540 /* 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
2541 * eat flesh instead. 2551 * eat flesh instead.
2542 */ 2552 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2544 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.>");
2545 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)
2546 } 2567 {
2547 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2548 2570
2549 while(op->stats.food<0&&op->stats.hp>0) 2571 if (op->stats.hp < 0)
2550 op->stats.food++,op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2551 2577
2552 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))
2553 kill_player(op); 2580 kill_player (op);
2581 }
2554} 2582}
2555
2556
2557 2583
2558/* 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.
2559 * 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
2560 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2587 * file.
2562 */ 2588 */
2589void
2563void kill_player(object *op) 2590kill_player (object *op)
2564{ 2591{
2592 int x, y;
2565 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2566 int x,y,i;
2567 mapstruct *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2595 int will_kill_again;
2574 archetype *at; 2596 archetype *at;
2575 object *tmp; 2597 object *tmp;
2576 2598
2577 if(save_life(op)) 2599 if (save_life (op))
2578 return; 2600 return;
2579 2601
2580
2581 /* 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
2582 * 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.
2583 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2605 */
2585 if (op_on_battleground(op, &x, &y)) { 2606 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2607 {
2587 "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 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...");
2589 "Local medics have saved your life..."); 2610
2590
2591 /* restore player */ 2611 /* restore player */
2592 at = find_archetype("poisoning"); 2612 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2614 {
2595 remove_ob(tmp); 2615 tmp->destroy ();
2596 free_object(tmp);
2597 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))
2598 } 2621 {
2599 2622 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2624 }
2607 2625
2608 cure_disease(op,0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2628 if (op->stats.food <= 0)
2611 2629 op->stats.food = 999;
2630
2612 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 {
2616 sprintf(buf,"%s's finger", &op->name);
2617 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level),
2621 op->contr->killer);
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 } 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);
2628 2645 }
2646
2629 /* teleport defeated player to new destination*/ 2647 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2649 op->contr->braced = 0;
2632 return; 2650 return;
2633 } 2651 }
2634 2652
2635 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2636 2654
2637 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2638 2656
2639 if(op->stats.food<0) { 2657 op->contr->play_sound (sound_find ("player_dies"));
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2658
2660 /* save the map location for corpse, gravestone*/ 2659 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2662 2663
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * 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.
2667 * 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.
2668 */ 2667 */
2669 2668
2670 /* Basically two ways to go - remove a stat permanently, or just 2669 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2670 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2671 * of death.
2673 */ 2672 */
2674#ifndef COZY_SERVER 2673#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2674 if (settings.balanced_stat_loss)
2675 {
2676 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2677 /* 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
2678 more if they do. */ 2678 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2681 little bit harder. */
2682 /* GD */ 2682 /* GD */
2683 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2684 num_stats_lose = 1;
2689 } 2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2687 }
2688 else
2689 num_stats_lose = 1;
2690
2690 lost_a_stat = 0; 2691 lost_a_stat = 0;
2691 2692
2692 for (z=0; z<num_stats_lose; z++) { 2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2693 i = RANDOM() % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2694 2696
2695 if (settings.stat_loss_on_death) { 2697 if (settings.stat_loss_on_death)
2698 {
2696 /* 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
2697 * what he lost. 2700 * what he lost.
2698 */ 2701 */
2699 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2707 lost_a_stat = 1;
2705 } else { 2708 }
2709 else
2710 {
2706 /* deplete a stat */ 2711 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2712 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2709 2717 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2718 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2719 insert_ob_in_ob (dep, op);
2714 } 2720 }
2715 lose_this_stat = 1; 2721 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2722 if (settings.balanced_stat_loss)
2723 {
2717 /* GD */ 2724 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2725 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2726 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2727 if (this_stat < 0)
2728 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2730 int keep_chance = this_stat * this_stat;
2731
2723 /* Yes, I am paranoid. Sue me. */ 2732 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2733 if (keep_chance < 1)
2725 keep_chance = 1; 2734 keep_chance = 1;
2726 2735
2727 /* There is a maximum depletion total per level. */ 2736 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2729 lose_this_stat = 0; 2739 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2741 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2742 }
2741 } 2743 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2744 {
2751 if (this_stat>=-50) { 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 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"); */
2757 } 2750 }
2758 } 2751 }
2759 } 2752 }
2760 } 2753
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2754 if (lose_this_stat)
2763 { 2755 {
2764 /* determine_god() seems to not work sometimes... why is this? 2756 this_stat = get_attr_value (&(dep->stats), i);
2765 Should I be using something else? GD */ 2757 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2758 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2759 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2760 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2761 * difference.
2770 " you.", god); 2762 */
2763 if (this_stat >= -50)
2771 else 2764 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2765 change_attr_value (&(dep->stats), i, -1);
2773 " 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 }
2774 } 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.");
2775#endif 2789#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2790
2779 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2792 * exp loss on the stone.
2781 */ 2793 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2795 tmp->name = format ("%s's gravestone", &op->name);
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 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 ());
2786 "who was killed\n"
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2800
2794 /**************************************/ 2801 /**************************************/
2795 /* */ 2802 /* */
2796 /* Subtract the experience points, */ 2803 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2804 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2805 /* food, and reset HP's... */
2799 /* */ 2806 /* */
2800 /**************************************/ 2807 /**************************************/
2801 2808
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2809 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2810 /* restore player */
2804 at = find_archetype("poisoning"); 2811 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2812 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2813
2807 remove_ob(tmp); 2814 if (tmp)
2808 free_object(tmp); 2815 {
2816 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2818 }
2811 2819
2812 at = find_archetype("confusion"); 2820 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2821 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2822 if (tmp)
2815 remove_ob(tmp); 2823 {
2816 free_object(tmp); 2824 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2826 }
2827
2819 cure_disease(op,0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2820 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
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2843 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2824 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2851
2828 /* 2852 /*
2829 * 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
2830 * the player has any unpaid items. If so, remove them and put them back 2854 * and put them back in the map.
2831 * in the map. 2855 */
2832 */ 2856 op->drop_unpaid_items ();
2833 2857
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2858 /****************************************/
2838 /* */ 2859 /* */
2839 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2841 /* */ 2862 /* */
2842 /****************************************/ 2863 /****************************************/
2843 2864
2844 enter_player_savebed(op); 2865 enter_player_savebed (op);
2845 2866
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2867 op->contr->braced = 0;
2850 save_player(op,1);
2851 2868
2852 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2872 * on the space that might harm the player.
2856 */ 2873 */
2857 will_kill_again=0; 2874 will_kill_again = 0;
2858 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)
2859 if (tmp->type ==SPELL_EFFECT) 2876 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2877 will_kill_again |= tmp->attacktype;
2861 } 2878
2862 if (will_kill_again) { 2879 if (will_kill_again)
2880 {
2863 object *force; 2881 object *force;
2864 int at; 2882 int at;
2865 2883
2866 force=get_archetype(FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2886 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2887 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2889 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
2873 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);
2874 } 2927 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2928 else
2933 delete_character(op->name,1); 2929 tmp->destroy ();
2934 } 2930 }
2935 } 2931 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2933 }
2977} 2934}
2978 2935
2979/* 2936/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
2981 * 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
2982 * was changed. 2939 * was changed.
2983 */ 2940 */
2984 2941void
2985void fix_weight(void) { 2942fix_weight (void)
2986 player *pl; 2943{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2945 {
2989 if(old == sum) 2946 sint32 old = pl->ob->carrying;
2990 continue; 2947
2991 fix_player(pl->ob); 2948 pl->ob->update_weight ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949
2993 &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 }
2994 } 2955 }
2995} 2956}
2996 2957
2958void
2997void fix_luck(void) { 2959fix_luck (void)
2998 player *pl; 2960{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2961 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2963 pl->ob->change_luck (0);
3002} 2964}
3003
3004 2965
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3008 */ 2969 */
3009
3010void 2970void
3011cast_dust (object * op, object * throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3012{ 2972{
3013 object *skop, *spob; 2973 object *skop, *spob;
3014 2974
3015 skop = find_skill_by_name (op, throw_ob->skill); 2975 skop = find_skill_by_name (op, throw_ob->skill);
3016 2976
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2977 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2979 {
3020 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);
3021 &op->name);
3022 return; 2981 return;
3023 } 2982 }
3024 2983
3025 spob = throw_ob->inv; 2984 spob = throw_ob->inv;
3026 2985
3027 // 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
3028 // 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
3029 // errors should be reported as early as possible IMHO) 2988 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2989 if (!spob)
3031 { 2990 {
3032 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);
3033 &throw_ob->name, &op->name);
3034 return; 2992 return;
3035 } 2993 }
3036 2994
3037 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3038 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);
3039 2997
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2999
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3000 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3001}
3046 3002
3003void
3047void make_visible (object *op) { 3004make_visible (object *op)
3005{
3048 op->hide = 0; 3006 op->hide = 0;
3049 op->invisible = 0; 3007 op->invisible = 0;
3008
3050 if(op->type==PLAYER) { 3009 if (op->type == PLAYER)
3010 {
3051 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3053 } 3013 }
3014
3054 update_object(op,UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3055} 3016}
3056 3017
3018int
3057int is_true_undead(object *op) { 3019is_true_undead (object *op)
3058 object *tmp=NULL; 3020{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3061 3023
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3024 return 0;
3067} 3025}
3068 3026
3069/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3029 * indicate greater hideability.
3072 */ 3030 */
3073 3031int
3074int hideability(object *ob) { 3032hideability (object *ob)
3033{
3075 int i,level=0, mflag; 3034 int i, level = 0, mflag;
3076 sint16 x,y; 3035 sint16 x, y;
3077 3036
3078 if(!ob||!ob->map) return 0; 3037 if (!ob || !ob->map)
3038 return 0;
3079 3039
3080 /* so, on normal lighted maps, its hard to hide */ 3040 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3041 level = ob->map->darkness - 2;
3082 3042
3083 /* this also picks up whether the object is glowing. 3043 /* this also picks up whether the object is glowing.
3084 * 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
3085 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3087 3048
3088 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3089 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 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3059 level += 2;
3094 else /* open terrain! */ 3060 else /* open terrain! */
3095 level -= 1; 3061 level -= 1;
3096 } 3062 }
3097 3063
3098#if 0 3064#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3066#endif
3101 return level; 3067 return level;
3102} 3068}
3103 3069
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3074 */
3109 3075void
3110void do_hidden_move (object *op) { 3076do_hidden_move (object *op)
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3077{
3112 object *skop; 3078 int hide = 0;
3113 3079
3114 if(!op || !op->map) return; 3080 if (!op || !op->map)
3081 return;
3115 3082
3116 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);
3117 3085
3118 /* 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! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3087 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3088 if (!skop || num >= skop->level)
3089 {
3121 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!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3091 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3092 return;
3132 "You moved out of hiding! You are visible!");
3133 } 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 }
3134 else if (op->type == PLAYER && skop) { 3108 else if (op->type == PLAYER && skop)
3135 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);
3136 }
3137} 3110}
3138 3111
3139/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3140 3113
3114int
3141int stand_near_hostile( object *who ) { 3115stand_near_hostile (object *who)
3116{
3142 object *tmp=NULL; 3117 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3119 maptile *m;
3145 sint16 x,y; 3120 sint16 x, y;
3146 3121
3147 if(!who) return 0; 3122 if (!who)
3123 return 0;
3148 3124
3149 if(who->type==PLAYER) player=1; 3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3130
3152 /* search adjacent squares */ 3131 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3132 for (i = 1; i < 9; i++)
3133 {
3154 x = who->x+freearr_x[i]; 3134 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3135 y = who->y + freearr_y[i];
3156 m = who->map; 3136 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3138 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3139 * blocked, don't need to check this space.
3160 */ 3140 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3162 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)))
3163 3144 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3145
3165 if((player||friendly) 3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
3166 &&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)
3167 return 1; 3154 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3155 }
3174 } 3156 }
3175 } 3157 }
3176 return 0; 3158 return 0;
3177} 3159}
3178 3160
3179/* check the player los field for viewability of the 3161/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3181 * 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
3182 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3188 * 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.
3189 * -b.t. 3171 * -b.t.
3190 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3191 */ 3173 */
3192 3174int
3193int player_can_view (object *pl,object *op) { 3175player_can_view (object *pl, object *op)
3176{
3194 rv_vector rv; 3177 rv_vector rv;
3195 int dx,dy; 3178 int dx, dy;
3196 3179
3197 if(pl->type!=PLAYER) { 3180 if (pl->type != PLAYER)
3181 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3183 return -1;
3200 } 3184 }
3201 if (!pl || !op) return 0;
3202 3185
3203 if(op->head) { op = op->head; } 3186 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 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;
3227} 3217}
3228 3218
3229/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3221 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3222 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3223 * return 0.
3234 */ 3224 */
3225int
3235int action_makes_visible (object *op) { 3226action_makes_visible (object *op)
3236 3227{
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3231 return 0;
3240 3232
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3242 3235
3243 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3245 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");
3246 return 1; 3240 return 1;
3247 } 3241 }
3248 } 3242 }
3243
3249 return 0; 3244 return 0;
3250} 3245}
3251 3246
3252/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3250 * -exit-coord. (and if x, y not NULL)
3256 * 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
3257 * 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
3258 * 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
3259 */ 3254 */
3255int
3260int op_on_battleground (object *op, int *x, int *y) { 3256op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3257{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3264 * 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),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272 strcmp(tmp->name, "battleground")==0 && 3269 && tmp->type == BATTLEGROUND
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3273 /* before we assign the exit, check if this is a teambattle */
3275 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))
3276 object *invtmp; 3275 {
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3277 {
3278 if(invtmp->type==FORCE && invtmp->slaying && 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3279 {
3280 if (x != NULL && y != NULL) 3280 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3282 return 1; 3283 return 1;
3284 }
3283 } 3285 }
3284 } 3286 }
3285 } 3287
3286 if (x != NULL && y != NULL) 3288 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3288 return 1; 3291 return 1;
3292 }
3289 } 3293 }
3290 }
3291 } 3294 }
3295
3292 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3293 return 0; 3297 return 0;
3294} 3298}
3295 3299
3296/* 3300/*
3300 * attributes: 3304 * attributes:
3301 * object *who the dragon player 3305 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3306 * int atnr the attack-number of the ability focus
3303 * int level ability level 3307 * int level ability level
3304 */ 3308 */
3309void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3310dragon_ability_gain (object *who, int atnr, int level)
3311{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3312 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3313 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3314 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3315 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3317 int i = 0, j = 0;
3312 3318
3313 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3328
3323 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))
3324 return; 3346 return;
3325 3347
3326 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);
3327 tr = tr->next, i++); 3349 do_learn_spell (who, item, 0);
3328 3350 return;
3329 if (tr == NULL || tr->item == NULL) { 3351 }
3330 /* 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))
3331 return; 3362 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3363 if (item->invisible)
3364 {
3355 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);
3356 do_learn_spell (who, item->inv, 0); 3366 do_learn_spell (who, item->inv, 0);
3357 return; 3367 return;
3358 } 3368 }
3359 } 3369 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3361 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 {
3362 3374
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3375 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * 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
3365 * 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,
3366 * but not all of them, he gets nothing. 3378 * but not all of them, he gets nothing.
3367 */ 3379 */
3368 if (!(skop->attacktype & item->attacktype)) { 3380 if (!(skop->attacktype & item->attacktype))
3381 {
3369 /* Give new attacktype */ 3382 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3383 skop->attacktype |= item->attacktype;
3371 3384
3372 /* always add physical if there's none */ 3385 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3386 skop->attacktype |= AT_PHYSICAL;
3374 3387
3375 if (item->msg != NULL) 3388 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3390
3378 /* Give player new face */ 3391 /* Give player new face */
3379 if (item->animation_id) { 3392 if (item->animation_id)
3393 {
3380 who->face = skop->face; 3394 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3395 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3396 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3397 who->last_anim = 0;
3384 who->state = 0; 3398 who->state = 0;
3385 animate_object(who, who->direction); 3399 animate_object (who, who->direction);
3386 } 3400 }
3387 } 3401 }
3388 } 3402 }
3389 } 3403 }
3390 else if (item->type == FORCE) { 3404 else if (item->type == FORCE)
3405 {
3391 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3407 object *skin;
3408
3393 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3394 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)
3395 skin=skin->below); 3411 ;
3396 if (skin == NULL) return; 3412
3397 3413 if (!skin)
3414 return;
3415
3398 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3420
3402 /* print message */ 3421 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3422 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3424 {
3405 if(item->path_attuned & (1<<i)) { 3425 if (item->path_attuned & (1 << i))
3426 {
3406 if (j) 3427 if (j)
3407 strcat(buf," and "); 3428 strcat (buf, " and ");
3408 else 3429 else
3409 j = 1; 3430 j = 1;
3410 strcat(buf, spellpathnames[i]); 3431 strcat (buf, spellpathnames[i]);
3411 } 3432 }
3412 } 3433 }
3413 strcat(buf,"."); 3434 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3436 }
3416 3437
3417 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3445
3425 /* print message if there is one */ 3446 /* print message if there is one */
3426 if (item->msg != NULL) 3447 if (item->msg != NULL)
3427 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
3428 } 3451 {
3429 else {
3430 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3432 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));
3433 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 } 3456 }
3437} 3457}
3438 3458
3439/** 3459/**
3440 * 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
3441 * not readied. 3461 * not readied.
3442 */ 3462 */
3463void
3443void player_unready_range_ob(player *pl, object *ob) { 3464player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3445 3468
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3469 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3470 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3471
3449 if (pl->shoottype == i) { 3472 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3473 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 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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