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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 2006 UTC vs.
Revision 1.202 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 1.3 2006/08/25 13:24:50 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
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 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 342 * we deal with that below this point.
238 */ 343 */
239 p->party=NULL; 344 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 347
245#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 349
247#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)
248 369 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
250 372 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 373
260 roll_stats(op); 374 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 375}
302 376
303 377player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 378{
307 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
308 op->x = -1; 380 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 381}
312 382
313/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
315 * mode. 385 * mode.
316 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
317 391
318int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 393
321 p=get_player(NULL); 394 pl->ob->roll_stats ();
322 p->socket = *ns; 395 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 397
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 398 set_first_map (pl->ob);
333 399
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 400 return pl;
341} 401}
342 402
343/* 403/*
344 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
347 */ 407 */
408archetype *
348archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
349{ 410{
350 archetype *start = at; 411 // archetypes could have been reloaded
351 for (;;) { 412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 413
353 at=first_archetype; 414 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 415 return at;
358 if (at == start) { 416
359 LOG (llevError, "No Player archetypes\n"); 417 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 418
361 } 419 for (;;)
362 } 420 {
363} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
364 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
365 430
431object *
366object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
367 object *op = NULL; 434 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 435 objectlink *ol;
370 unsigned lastdist; 436 unsigned lastdist;
371 rv_vector rv; 437 rv_vector rv;
372 438
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 440 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 442 continue;
400 443
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
410 op=pl->ob; 445 {
446 op = ol->ob;
411 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
412 } 449 }
413 } 450
414 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
415#if 0 459#if 0
416 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)");
417#endif 461#endif
418 return op; 462 return op;
419} 463}
420 464
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 483 * is probably not a good thing.
440 */ 484 */
441#define MAX_SPACES 50 485#define MAX_SPACES 50
442
443 486
444/* 487/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 506 * is blocking itself.
464 */ 507 */
508int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
466 rv_vector rv; 511 rv_vector rv;
467 sint16 x,y; 512 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
470 515
471 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
472 517
473 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 519 return 0;
726}
727 520
728void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 527
730 op->contr->write_buf[0]='\0'; 528 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 529 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 530 return 0;
733}
734 531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist *items)
646{
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
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)
685 {
686 object *tmp;
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
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 link_player_skills (pl);
734}
735
736void
735void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
736 if (party == NULL) { 739 if (party == NULL)
740 {
737 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);
738 return; 742 return;
739 } 743 }
744
740 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
743 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:");
744} 749}
745
746 750
747/* 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
748int roll_stat(void) { 753roll_stat (void)
754{
749 int a[4],i,j,k; 755 int a[4], i, j, k;
750 756
751 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
753 759
754 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 761 if (a[i] < k)
756 k=a[i],j=i; 762 k = a[i], j = i;
757 763
758 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 765 if (i != j)
760 k+=a[i]; 766 k += a[i];
761 } 767
762 return k; 768 return k;
763} 769}
764 770
765void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
766 int sum=0; 778 int sum = 0;
767 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
769 781
770 do { 782 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 783 break;
772 op->stats.Dex=roll_stat(); 784 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 785
783 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 788
792 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 791
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 792 stats.exp = 0;
823 op->stats.ac=0; 793 stats.ac = 0;
824 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
825 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
828 804
829 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
830 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
834} 837}
835 838
836void Roll_Again(object *op) 839static void
840start_info (object *op)
837{ 841{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
846 843
847 if ( op->contr->Swap_First == -1 ) { 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 846}
955 847
956/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
960 * not the class. 852 * not the class.
961 */ 853 */
962 854void
963int key_change_class(object *op, char key) 855player::chargen_race_done ()
964{ 856{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
979 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
981 866
982 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
983 868
984 if (op->msg) { 869 if (ob->msg)
985 free_string(op->msg); 870 ob->msg = 0;
986 op->msg=NULL;
987 }
988 871
989 /* We create this now because some of the unique maps will need it
990 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 872 start_info (ob);
999 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1001 link_player_skills(op); 875 link_player_skills (ob);
1002 esrv_send_inventory(op, op); 876 esrv_send_inventory (ob, ob);
1003 fix_player(op); 877 ob->update_stats ();
1004 878
1005 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1006 * is one for this race 880 * is one for this race
1007 */ 881 */
1008 if(*first_map_ext_path) { 882 if (*first_map_ext_path)
1009 object *tmp; 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1010 mapstruct *oldmap = op->map; 884 else
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 886}
1025 return 0;
1026 }
1027 887
888void
889player::chargen_race_next ()
890{
1028 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
1030 */ 893 */
1031 894
1032 tmp_loop = 0; 895 do
1033 while(!tmp_loop) { 896 {
1034 const char *name = add_string (op->name); 897 shstr name = ob->name;
1035 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
1036 remove_statbonus(op); 899
1037 remove_ob (op); 900 ob->remove_statbonus ();
901 ob->remove ();
1038 op->arch = get_player_archetype(op->arch); 902 ob->arch = get_player_archetype (ob->arch);
1039 copy_object (&op->arch->clone, op); 903 ob->arch->copy_to (ob);
904 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 906 ob->name = ob->name_pl = name;
1042 op->name = name; 907 ob->x = x;
1043 free_string(op->name_pl); 908 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 911 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 912 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 913 }
914 while (!allowed_class (ob));
915
1056 update_object(op,UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 917 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 918 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 921 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 922}
1067 923
1068int key_confirm_quit(object *op, char key) 924void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 925flee_player (object *op)
926{
1114 int dir,diff; 927 int dir, diff;
1115 rv_vector rv; 928 rv_vector rv;
1116 929
1117 if(op->stats.hp < 0) { 930 if (op->stats.hp < 0)
931 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 932 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 934 return;
1121 } 935 }
1122 936
1123 if(op->enemy==NULL) { 937 if (op->enemy == NULL)
938 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 939 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 941 return;
1127 } 942 }
1128 943
1129 /* Seen some crashes here. Since we don't store an 944 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 945 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 946 * actual enemy, and the object is recycled.
1132 */ 947 */
1133 if (op->enemy->map == NULL) { 948 if (op->enemy->map == NULL)
949 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 950 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 951 op->enemy = NULL;
1136 return; 952 return;
1137 } 953 }
1138 954
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 955 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 {
1140 op->enemy=NULL; 957 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 958 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 959 return;
1143 } 960 }
961
1144 get_rangevector(op, op->enemy, &rv, 0); 962 get_rangevector (op, op->enemy, &rv, 0);
1145 963
1146 dir=absdir(4+rv.direction); 964 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 965 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 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)))
970 return;
971 }
972
1154 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 975 op->enemy = NULL;
1157} 976}
1158
1159 977
1160/* 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.
1161 * 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
1162 * stop. 980 * stop.
1163 */ 981 */
982int
1164int check_pick(object *op) { 983check_pick (object *op)
984{
1165 object *tmp, *next; 985 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 986 int stop = 0;
1168 int j, k, wvratio; 987 int wvratio;
1169 char putstring[128], tmpstr[16]; 988 char putstring[128];
1170
1171 989
1172 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1174 return 1; 992 return 1;
1175 993
1176 op_tag = op->count;
1177
1178 next = op->below; 994 next = op->below;
1179 if (next) 995
1180 next_tag = next->count; 996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 998
1182 /* 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
1183 * destroyed */ 1000 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1001 while (next && !next->destroyed ())
1185 { 1002 {
1186 tmp = next; 1003 tmp = next;
1187 next = tmp->below; 1004 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1005
1191 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 ())
1192 return 0; 1013 return 0;
1193 1014
1194 if ( ! can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1195 continue; 1016 continue;
1196 1017
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1019 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1201 continue; 1022 continue;
1202 } 1023 }
1203 1024
1204 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1026 if (!(op->contr->mode & PU_NEWMODE))
1027 {
1206 switch (op->contr->mode) { 1028 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1029 {
1208 case 1: pick_up (op, tmp); 1030 case 0:
1209 return 1; 1031 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1032 case 1:
1211 return 0; 1033 CHK_PICK_PICKUP;
1212 case 3: return 0; /* stop before pickup */ 1034 return 1;
1213 case 4: pick_up (op, tmp); 1035 case 2:
1214 break; 1036 CHK_PICK_PICKUP;
1215 case 5: pick_up (op, tmp); 1037 return 0;
1216 stop = 1; 1038 case 3:
1217 break; 1039 return 0; /* stop before pickup */
1218 case 6: 1040 case 4:
1041 CHK_PICK_PICKUP;
1042 break;
1043 case 5:
1044 CHK_PICK_PICKUP;
1045 stop = 1;
1046 break;
1047 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1050 CHK_PICK_PICKUP;
1222 break; 1051 break;
1223 1052
1224 case 7: 1053 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1055 CHK_PICK_PICKUP;
1227 break; 1056 break;
1228 1057
1229 default: 1058 default:
1230 /* use value density */ 1059 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1062 CHK_PICK_PICKUP;
1234 >= op->contr->mode) 1063 }
1235 pick_up(op,tmp); 1064 }
1236 } 1065 else
1237 } 1066 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1068 if (op->contr->mode & PU_DEBUG)
1241 { 1069 {
1242 /* some debugging code to figure out item information */ 1070 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1071 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1074 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1077
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1079 }
1252 1080
1253 sprintf(putstring,"...flags: "); 1081 /* philosophy:
1254 for(k=0;k<4;k++) 1082 * It's easy to grab an item type from a pile, as long as it's
1255 { 1083 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1084 * and selections, select-items should be used. This is a
1257 { 1085 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1086 * example.
1259 { 1087 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1088 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1089 * convert to decimal and then 'pickup <#>
1262 } 1090 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 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 }
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 }
1295 }
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;
1267#if 0 1317#if 0
1268 /* print the flags too */ 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1319 if (tmp->name != NULL)
1270 { 1320 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1321 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1322 }
1273 { 1323 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1327#endif
1328 continue;
1329 }
1330 }
1331 } /* the new pickup model */
1280 } 1332 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1333
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1334 return !stop;
1444} 1335}
1445 1336
1446/* 1337/*
1447 * Find an arrow in the inventory and after that 1338 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1339 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1340 * found object is returned.
1450 */ 1341 */
1342object *
1451object *find_arrow(object *op, const char *type) 1343find_arrow (object *op, const char *type)
1452{ 1344{
1453 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);
1454 1348
1455 for(op=op->inv; op; op=op->below) 1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1351 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1352 {
1459 else if (op->type==ARROW && op->race==type) 1353 splay (tmp);
1354 return arrow;
1355 }
1356
1460 return op; 1357 return 0;
1461 return tmp;
1462} 1358}
1463 1359
1464/* 1360/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1365 */
1470 1366object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1368{
1473 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1475 1371
1476 if (!type) 1372 if (!type)
1477 return NULL; 1373 return NULL;
1478 1374
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1375 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1376 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1378 {
1379 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1380 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1381 if (i > betterby)
1485 tmp = ntmp; 1382 {
1486 betterby = i; 1383 tmp = ntmp;
1487 } 1384 betterby = i;
1385 }
1386 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1387 else if (arrow->type == ARROW && arrow->race == type)
1388 {
1489 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1391 {
1492 if (arrow->attacktype & AT_DEATH) { 1392 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1393 {
1494 return arrow; 1394 *better = 100;
1495 } else { 1395 return arrow;
1496 tmp = arrow; 1396 }
1397 else
1398 {
1399 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1400 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1401 }
1499 } else { 1402 }
1403 else
1404 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1406 {
1501 attacktype = 1<<attacknum; 1407 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1409 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1410 {
1411 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1413 }
1507 } 1414 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1416 {
1417 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1418 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1419 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1421 {
1422 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1424 }
1425 }
1426 }
1516 } 1427 }
1517 } 1428
1518 }
1519 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1430 return find_arrow (op, type);
1521 1431
1522 *better = betterby; 1432 *better = betterby;
1523 return tmp; 1433 return tmp;
1524} 1434}
1525 1435
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1438 * op = the shooter
1529 * type = bow->race 1439 * type = bow->race
1530 * dir = fire direction 1440 * dir = fire direction
1531 */ 1441 */
1532 1442object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1534{ 1444{
1535 object *tmp = NULL; 1445 object *tmp = NULL;
1536 mapstruct *m; 1446 maptile *m;
1537 int i, mflags, found, number; 1447 int i, mflags, found, number;
1538 sint16 x, y; 1448 sint16 x, y;
1539 1449
1540 if (op->map == NULL) 1450 if (op->map == NULL)
1541 return find_arrow(op, type); 1451 return find_arrow (op, type);
1542 1452
1543 /* do a dex check */ 1453 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1454 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1455 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1456 return find_arrow (op, type);
1547 1457
1548 m = op->map; 1458 m = op->map;
1549 x = op->x; 1459 x = op->x;
1550 y = op->y; 1460 y = op->y;
1551 1461
1552 /* find the first target */ 1462 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1463 for (i = 0, found = 0; i < 20; i++)
1464 {
1554 x += freearr_x[dir]; 1465 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1466 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1467 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 {
1558 tmp = NULL; 1470 tmp = NULL;
1559 break; 1471 break;
1472 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1476 * perhaps a bad assumption.
1563 */ 1477 */
1564 tmp = NULL; 1478 tmp = NULL;
1565 break; 1479 break;
1566 } 1480 }
1567 if (mflags & P_IS_ALIVE) { 1481 if (mflags & P_IS_ALIVE)
1482 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1484 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1485 {
1571 break; 1486 found++;
1572 } 1487 break;
1488 }
1573 if (found) 1489 if (found)
1574 break; 1490 break;
1575 } 1491 }
1576 } 1492 }
1577 if (tmp == NULL) 1493 if (tmp == NULL)
1578 return find_arrow(op, type); 1494 return find_arrow (op, type);
1579 1495
1580 if (tmp->head) 1496 if (tmp->head)
1581 tmp = tmp->head; 1497 tmp = tmp->head;
1582 1498
1583 return find_better_arrow(op, tmp, type, &i); 1499 return find_better_arrow (op, tmp, type, &i);
1584} 1500}
1585 1501
1586/* 1502/*
1587 * Creature fires a bow - op can be monster or player. Returns 1503 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1504 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1507 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1510 * player fire modes.
1595 */ 1511 */
1512int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1514{
1599 object *left, *bow; 1515 object *left, *bow;
1600 tag_t left_tag, tag; 1516 int mflags;
1601 int bowspeed, mflags; 1517 maptile *m;
1602 mapstruct *m;
1603 1518
1604 if (!dir) { 1519 if (!dir)
1520 {
1605 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!");
1606 return 0; 1522 return 0;
1523 }
1524
1525 if (op->contr)
1526 bow = op->current_weapon;
1527 else
1607 } 1528 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1532 */
1615 if(bow->type==BOW) 1533 if (bow->type == BOW)
1616 break; 1534 break;
1617 1535
1618 if (!bow) { 1536 if (!bow)
1537 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1539 return 0;
1621 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1622 } 1549 }
1550
1623 if( !bow->race || !bow->skill) { 1551 if (!bow->race || !bow->skill)
1552 {
1624 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);
1625 return 0; 1554 return 0;
1626 } 1555 }
1627 1556
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1557 if (arrow == NULL)
1558 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1560 {
1638 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1564 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1644 return 0; 1567 return 0;
1645 } 1568 }
1646 } 1569 }
1570
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1572 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1573 return 0;
1650 } 1574
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576 {
1652 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.");
1653 return 0; 1578 return 0;
1654 } 1579 }
1655 1580
1656 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1582 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1583 {
1584 arrow->destroy ();
1585 return 0;
1586 }
1662 1587
1663 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1589 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1590 if (!arrow)
1666 if (arrow == NULL) { 1591 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1593 return 0;
1669 return 0;
1670 } 1594 }
1671 set_owner(arrow, op); 1595
1672 if (arrow->skill) free_string(arrow->skill); 1596 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1597 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1598 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1599
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1688 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1690 1606
1691 /* Note that this was different for monsters - they got their level 1607#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1693 */
1694 1609 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 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
1699 /* update the speed */ 1624 /* update the speed */
1700 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
1701 0 : dam_bonus[op->stats.Str]) + 1626 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1627
1705 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1709 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1710 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1721 arrow->level = op->level; 1645 arrow->level = op->level;
1722 } 1646 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1724 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1652 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1653
1728 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1660
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1663
1736 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1665 move_arrow (arrow);
1738 1666
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1667 return 1;
1746} 1668}
1747 1669
1748/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1671 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1672 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1673 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1674 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1675 * hence the function name.
1754 */ 1676 */
1677int
1755int player_fire_bow(object *op, int dir) 1678player_fire_bow (object *op, int dir)
1756{ 1679{
1757 int ret=0, wcmod=0; 1680 int ret = 0, wcmod = 0;
1758 1681
1759 if (op->contr->bowtype == bow_bestarrow) { 1682 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1683 {
1761 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);
1762 dir, 0, op->x, op->y); 1685 }
1763 } 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 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1689 wcmod = -1;
1690
1766 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);
1767 op->x, op->y); 1692 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1769 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);
1770 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)]);
1771 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 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1773 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);
1774 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);
1775 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);
1776 1704 }
1777 } else { 1705 else
1706 {
1778 /* Simple case */ 1707 /* Simple case */
1779 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);
1780 } 1709 }
1710
1781 return ret; 1711 return ret;
1782} 1712}
1783
1784 1713
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1787 */ 1716 */
1717void
1788void fire_misc_object(object *op, int dir) 1718fire_misc_object (object *op, int dir)
1789{ 1719{
1790 object *item; 1720 object *item = op->contr->ranged_ob;
1791 1721
1792 if (!op->contr->ranges[range_misc]) { 1722 if (!item)
1723 {
1793 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.");
1794 return; 1725 return;
1795 } 1726 }
1796 1727
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1728 if (!item->inv)
1729 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1731 return;
1801 } 1732 }
1802 if (item->type == WAND) { 1733
1803 if(item->stats.food<=0) { 1734 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1735 return;
1807 } 1736
1737 if (item->type == WAND)
1738 {
1739 if (item->stats.food <= 0)
1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1744 return;
1745 }
1746 }
1808 } else if (item->type == ROD || item->type==HORN) { 1747 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1748 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
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
1811 if (item->type== ROD) 1757 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1759 else
1814 else 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1761
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1762 return;
1818 } 1763 }
1819 } 1764 }
1820 1765
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1822 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 */
1823 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1824 if (!(--item->stats.food)) { 1771 if (!(--item->stats.food))
1825 object *tmp; 1772 {
1826 if (item->arch) { 1773 object *tmp;
1774
1775 if (item->arch)
1776 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1829 item->speed = 0; 1779 item->set_speed (0);
1830 update_ob_speed(item); 1780 }
1831 } 1781
1832 if ((tmp=is_player_inv(item))) 1782 if (object *pl = item->visible_to ())
1833 esrv_update_item(UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1834 } 1784 }
1835 } 1785 }
1836 else if (item->type == ROD || item->type==HORN) { 1786 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1787 drain_rod_charge (item);
1838 }
1839 } 1788 }
1840} 1789}
1841 1790
1842/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1843 */ 1792 */
1793bool
1844void fire(object *op,int dir) { 1794fire (object *op, int dir)
1795{
1845 int spellcost=0; 1796 int spellcost = 0;
1846 1797
1847 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1799 if (action_makes_visible (op))
1800 make_visible (op);
1849 1801
1850 switch(op->contr->shoottype) { 1802 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1803
1854 case range_bow: 1804 if (pl->golem)
1855 player_fire_bow(op, dir); 1805 {
1856 return; 1806 control_golem (op->contr->golem, dir);
1857 1807 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1808 }
1873 else 1809
1874 control_golem(op->contr->ranges[range_golem], dir); 1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1875 return; 1813 return false;
1876 1814
1877 case range_skill: 1815 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1816 return false;
1885 case range_builder: 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:
1826 player_fire_bow (op, dir);
1827 break;
1828
1829 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 break;
1832
1833 case BUILDER:
1886 apply_map_builder( op, dir ); 1834 apply_map_builder (op, dir);
1887 return; 1835 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1894 1840
1841 default:
1842 fire_misc_object (op, dir);
1843 break;
1844 }
1845
1846 return true;
1847}
1895 1848
1896/* find_key 1849/* find_key
1897 * 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
1898 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1854 * pl is the player,
1902 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1905 */ 1858 */
1906 1859object *
1907object * find_key(object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1908{ 1861{
1909 object *tmp,*key; 1862 object *tmp, *key;
1910 1863
1911 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1865 if (!container->inv)
1866 return 0;
1913 1867
1914 /* 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 */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1917 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1919 */ 1875 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1877 break;
1922 } 1878 }
1879
1923 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1924 /* 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.
1925 * 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
1926 * a key, return 1883 * a key, return
1927 */ 1884 */
1928 if (!tmp) { 1885 if (!tmp)
1886 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1930 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1890 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1891 {
1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1894 }
1895 }
1896
1897 if (!tmp)
1898 return NULL;
1933 } 1899 }
1934 } 1900
1935 if (!tmp) return NULL;
1936 }
1937 /* 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,
1938 * see if we actually want to use it 1902 * see if we actually want to use it
1939 */ 1903 */
1940 if (pl!=container) { 1904 if (pl != container)
1905 {
1941 /* Only let players use keys in containers */ 1906 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1907 if (!pl->contr)
1908 return NULL;
1943 /* cases where this fails: 1909 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1910 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1911 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1912 * If the container is not active, return now since only active
1947 * containers can be used. 1913 * containers can be used.
1948 * If we only search keyrings and the container does not have 1914 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1915 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1916 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1917 * inv must have been an container and must have been active.
1952 * 1918 *
1953 * Change the color so that the message doesn't disappear with 1919 * Change the color so that the message doesn't disappear with
1954 * all the others. 1920 * all the others.
1955 */ 1921 */
1956 if (pl->contr->usekeys == key_inventory || 1922 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1925 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1928 return NULL;
1965 } 1929 }
1966 } 1930 }
1931
1967 return tmp; 1932 return tmp;
1968} 1933}
1969 1934
1970/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1937 * such that the caller should not do anything more,
1973 * 0 otherwise 1938 * 0 otherwise
1974 */ 1939 */
1940static int
1975static int player_attack_door(object *op, object *door) 1941player_attack_door (object *op, object *door)
1976{ 1942{
1977
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1981 */ 1946 */
1982 object *key=find_key(op, op, door); 1947 object *key = find_key (op, op, door);
1983 1948
1984 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1985 if (key) { 1950 if (key)
1951 {
1986 object *container=key->env; 1952 object *container = key->env;
1987 1953
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1954 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1955 make_visible (op);
1956
1990 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
1991 if (door->type == DOOR) { 1960 if (door->type == DOOR)
1992 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 */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1962 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1963 {
1996 "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);
1997 remove_door2(door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1966 }
1967
1999 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1970
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1972 }
2005 } else if (door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1974 {
2006 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2007 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...");
2008 return 1; 1977 return 1;
2009 } 1978 }
1979
2010 return 0; 1980 return 0;
2011} 1981}
2012 1982
2013/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2018 */ 1988 */
2019 1989bool
2020void move_player_attack(object *op, int dir) 1990move_player_attack (object *op, int dir)
2021{ 1991{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 1992 int on_battleground;
2025 mapstruct *m;
2026 1993
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2031 1996
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
2033 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
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2015 * move_ob uses.
2042 */ 2016 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2017 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2018
2055 mon = NULL;
2056 /* 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
2057 * 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.
2058 * 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
2059 * on the space 2022 * on the space
2060 */ 2023 */
2061 while (tmp!=NULL) { 2024 object *mon;
2062 if (tmp == op) { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2026 {
2064 continue; 2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2065 } 2032 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2033
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2035 return false; /* into a wall */
2077 2036
2078 if(mon->head != NULL)
2079 mon = mon->head; 2037 mon = mon->head_ ();
2080 2038
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2045 }
2083 2046
2084 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2052 * and thus will not push them.
2090 */ 2053 */
2091 2054
2092 /* If the creature is a pet, push it even if the player is not 2055 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2095 */ 2058 */
2096 if ((op->type==PLAYER) 2059 if (op->type == PLAYER
2097#if COZY_SERVER 2060 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2062 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2064 {
2109 /* If we're braced, we don't want to switch places with it */ 2065 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2066 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2067 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 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
2117 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2088 * attack them either.
2121 */ 2089 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2092 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2097 {
2098 --op->speed_left;
2099
2100 if (!op->contr->braced)
2131 )) { 2101 {
2132 if (!op->contr->braced) { 2102 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2103 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2104 }
2135 } else { 2105 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2137 } 2113 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2116 */
2144 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
2145 recursive_roll(mon,dir,op); 2123 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2124 if (action_makes_visible (op))
2147 } 2125 make_visible (op);
2148 2126
2127 return true;
2128 }
2129 }
2149 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2150 * 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
2151 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2135 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2138 {
2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 {
2141 --op->contr->weapon_sp_left;
2159 2142
2160 /* If the player hasn't hit something this tick, and does 2143 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2144
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2145 if (action_makes_visible (op))
2146 make_visible (op);
2147
2148 return true;
2149 }
2169 } 2150 }
2170 2151
2171 skill_attack(mon, op, 0, NULL, NULL); 2152 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2153}
2189 2154
2155bool
2190int move_player(object *op,int dir) { 2156move_player (object *op, int dir)
2157{
2191 int pick; 2158 int pick;
2192 object *transport = op->contr->transport;
2193 2159
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 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;
2256} 2206}
2257 2207
2258/* 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
2259 * new client/server stuff. 2209 * new client/server stuff.
2260 * 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
2261 * the new speed values for commands. 2211 * the new speed values for commands.
2262 * 2212 *
2263 * 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.
2264 */ 2216 */
2217bool
2265int handle_newcs_player(object *op) 2218handle_newcs_player (object *op)
2266{ 2219{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2221 {
2222 if (op->speed_left > 0.f)
2223 {
2224 --op->speed_left;
2225 flee_player (op);
2291 2226
2292 /* I've been seeing crashes where the golem has been destroyed, but 2227 return true;
2293 * the player object still points to the defunct golem. The code that 2228 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2229 else
2295 * put this in a a workaround to clean up the golem pointer. 2230 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2231 }
2303 2232
2304 /* 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
2305 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2235 * called, so we recheck it here.
2307 */ 2236 */
2308 HandleClient(&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2238 return true;
2310 2239
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2241 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2242
2321 else return 0; 2243 return false;
2322 } 2244}
2245
2246int
2247save_life (object *op)
2248{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2250 return 0;
2324}
2325 2251
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2254 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2255 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2257
2338 if (op->contr) 2258 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2343 if(op->stats.hp<0) 2261 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2263
2345 if(op->stats.food<0) 2264 if (op->stats.food < 0)
2346 op->stats.food = 999; 2265 op->stats.food = 999;
2347 fix_player(op); 2266
2267 op->update_stats ();
2348 return 1; 2268 return 1;
2349 } 2269 }
2270
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2274 return 0;
2354} 2275}
2355 2276
2356/* 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
2357 * 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
2358 * 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
2359 * from. 2280 * from.
2360 */ 2281 */
2282static void
2361void remove_unpaid_objects(object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2362{ 2284{
2363 object *next;
2364
2365 while (op) { 2285 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2286 {
2367 * we remove object 'op' 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2288
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2290 op->insert_at (env);
2371 op->x = env->x; 2291 else if (op->inv)
2372 op->y = env->y; 2292 drop_unpaid_items (op->inv, env);
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2293
2294 op = next;
2295 }
2296}
2297
2298void
2299object::drop_unpaid_items ()
2300{
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303}
2382 2304
2383/* 2305/*
2384 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2389 */ 2311 */
2312const char *
2390char *gravestone_text (object *op) 2313gravestone_text (object *op)
2391{ 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 {
2392 static char buf2[MAX_BUF]; 2333 static char buf2[128];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2334 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2416 strcat (buf2, buf); 2337 }
2338
2417 return buf2; 2339 return buf;
2418} 2340}
2419 2341
2420 2342void
2421
2422void do_some_living(object *op) { 2343do_some_living (object *op)
2344{
2423 int last_food=op->stats.food; 2345 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2346 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2347 int over_hp, over_sp, over_grace;
2426 int i; 2348 int i;
2427 int rate_hp = 1200; 2349 int rate_hp = 1200;
2428 int rate_sp = 2500; 2350 int rate_sp = 2500;
2429 int rate_grace = 2000; 2351 int rate_grace = 2000;
2430 const int max_hp = 1; 2352 const int max_hp = 1;
2431 const int max_sp = 1; 2353 const int max_sp = 1;
2432 const int max_grace = 1; 2354 const int max_grace = 1;
2433 2355
2434 if (op->contr->outputs_sync) { 2356 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2357 {
2436 if (op->contr->outputs[i].buf!=NULL && 2358 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2359 /* the socket code flashes the player visible/invisible
2438 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--;
2439 } 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 }
2440 2374
2441 if(op->contr->state==ST_PLAYING) { 2375 if (op->contr->ns->state == ST_PLAYING)
2442 2376 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2379 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2381 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2382 {
2383 gen_hp = op->stats.maxhp;
2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2385 }
2386
2387 if (op->contr->gen_sp >= 0)
2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2389 else
2390 {
2391 gen_sp = op->stats.maxsp;
2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2393 }
2394
2395 if (op->contr->gen_grace >= 0)
2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2397 else
2398 {
2399 gen_grace = op->stats.maxgrace;
2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2401 }
2402
2403 /* Regenerate Grace */
2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2405 if (--op->last_grace < 0)
2406 {
2407 if (op->stats.grace < op->stats.maxgrace / 2)
2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2410 if (max_grace > 1)
2411 {
2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2413 if (over_grace > 0)
2414 {
2415 op->stats.sp += over_grace
2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2417 op->last_grace = 0;
2418 }
2419 else
2420 {
2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2423 }
2424 else
2425 {
2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2427 }
2428 /* wearing stuff doesn't detract from grace generation. */
2429 }
2430
2431 if (op->stats.food > 0)
2432 {
2433 /* Regenerate Spell Points */
2434 if (!op->contr->golem && --op->last_sp < 0)
2435 {
2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2437
2438 if (op->stats.sp < op->stats.maxsp)
2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
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 }
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
2561 /* dms do not consume food */ 2523 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2525 op->stats.food--;
2564 } 2526 }
2565 2527
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2529 {
2530 object *flesh = 0;
2568 2531
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2532 for_inv_removable (op, tmp)
2533 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2538 {
2573 manual_apply(op,tmp,0); 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
2574 if(op->stats.food>=0||op->stats.hp<0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2544 break;
2576 } 2545 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2546 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2547 flesh = tmp;
2579 } /* end of for loop */ 2548 }
2549
2580 /* 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
2581 * eat flesh instead. 2551 * eat flesh instead.
2582 */ 2552 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 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.>");
2585 manual_apply(op,flesh,0); 2557 manual_apply (op, flesh, 0);
2586 } 2558 }
2587 } /* end if player is starving */
2588 2559
2589 while(op->stats.food<0&&op->stats.hp>0) 2560 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2561 if (op->stats.food < 0)
2591 2562 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2564 }
2565
2566 if (op->stats.food < 0)
2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2570
2571 if (op->stats.hp < 0)
2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2577
2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2580 kill_player (op);
2581 }
2582}
2597 2583
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2587 * file.
2602 */ 2588 */
2589void
2603void kill_player(object *op) 2590kill_player (object *op)
2604{ 2591{
2592 int x, y;
2605 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2595 int will_kill_again;
2614 archetype *at; 2596 archetype *at;
2615 object *tmp; 2597 object *tmp;
2616 2598
2617 if(save_life(op)) 2599 if (save_life (op))
2618 return; 2600 return;
2619 2601
2620
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2605 */
2625 if (op_on_battleground(op, &x, &y)) { 2606 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2607 {
2627 "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2610
2630
2631 /* restore player */ 2611 /* restore player */
2632 at = find_archetype("poisoning"); 2612 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2614 {
2635 remove_ob(tmp); 2615 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2617 }
2639 2618
2640 at = find_archetype("confusion"); 2619 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2621 {
2643 remove_ob(tmp); 2622 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2624 }
2647 2625
2648 cure_disease(op,0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2628 if (op->stats.food <= 0)
2651 2629 op->stats.food = 999;
2630
2652 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 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);
2655 { 2645 }
2656 sprintf(buf,"%s's finger",op->name); 2646
2657 tmp->name = add_string(buf);
2658 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer);
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668
2669 /* teleport defeated player to new destination*/ 2647 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2649 op->contr->braced = 0;
2672 return;
2673 }
2674
2675 /* Lauwenmark: Handle for plugin death event */
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2650 return;
2651 }
2678 2652
2679 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2680 2654
2681 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2682 2656
2683 if(op->stats.food<0) { 2657 op->contr->play_sound (sound_find ("player_dies"));
2684 if (op->contr->explore) {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name);
2691 strcpy(op->contr->killer,"starvation");
2692 }
2693 else {
2694 if (op->contr->explore) {
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name);
2701 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2703 2658
2704 /* save the map location for corpse, gravestone*/ 2659 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2706 2663
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * 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.
2711 * 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.
2712 */ 2667 */
2713 2668
2714 /* Basically two ways to go - remove a stat permanently, or just 2669 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 2670 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 2671 * of death.
2717 */ 2672 */
2718#ifndef COZY_SERVER 2673#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 2674 if (settings.balanced_stat_loss)
2675 {
2720 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2721 /* 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
2722 more if they do. */ 2678 more if they do. */
2723 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 2681 little bit harder. */
2726 /* GD */ 2682 /* GD */
2727 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 2684 num_stats_lose = 1;
2729 else 2685 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 2687 }
2688 else
2732 num_stats_lose = 1; 2689 num_stats_lose = 1;
2733 } 2690
2734 lost_a_stat = 0; 2691 lost_a_stat = 0;
2735 2692
2736 for (z=0; z<num_stats_lose; z++) { 2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2737 i = RANDOM() % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2738 2696
2739 if (settings.stat_loss_on_death) { 2697 if (settings.stat_loss_on_death)
2698 {
2740 /* 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
2741 * what he lost. 2700 * what he lost.
2742 */ 2701 */
2743 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value (&(op->stats), i, -1);
2744 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds (&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2746 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds (&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2748 lost_a_stat = 1; 2707 lost_a_stat = 1;
2749 } else { 2708 }
2709 else
2710 {
2750 /* deplete a stat */ 2711 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion"); 2712 archetype *deparch = archetype::find ("depletion");
2752 object *dep; 2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2753 2717 {
2754 dep = present_arch_in_ob(deparch,op);
2755 if(!dep) {
2756 dep = arch_to_object(deparch); 2718 dep = arch_to_object (deparch);
2757 insert_ob_in_ob(dep, op); 2719 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786 2720 }
2787 if (lose_this_stat) { 2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
2723 {
2724 /* GD */
2725 /* Get the stat that we're about to deplete. */
2788 this_stat = get_attr_value(&(dep->stats), i); 2726 this_stat = get_attr_value (&(dep->stats), i);
2727 if (this_stat < 0)
2728 {
2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2730 int keep_chance = this_stat * this_stat;
2731
2732 /* Yes, I am paranoid. Sue me. */
2733 if (keep_chance < 1)
2734 keep_chance = 1;
2735
2736 /* There is a maximum depletion total per level. */
2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2739 lose_this_stat = 0;
2740 /* Take loss chance vs keep chance to see if we
2741 retain the stat. */
2742 }
2743 else
2744 {
2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2750 }
2751 }
2752 }
2753
2754 if (lose_this_stat)
2755 {
2756 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another 2757 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2758 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2759 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2760 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2761 * difference.
2794 */ 2762 */
2795 if (this_stat>=-50) { 2763 if (this_stat >= -50)
2764 {
2796 change_attr_value(&(dep->stats), i, -1); 2765 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 2766 SET_FLAG (dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 2768 op->update_stats ();
2800 lost_a_stat = 1; 2769 lost_a_stat = 1;
2801 } 2770 }
2802 } 2771 }
2772 }
2803 } 2773 }
2804 } 2774
2805 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 2776 if (!lost_a_stat)
2807 { 2777 {
2808 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2810 const char *god = determine_god(op); 2780 const char *god = determine_god (op);
2781
2811 if (god && (strcmp(god, "none"))) 2782 if (god && (strcmp (god, "none")))
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2813 "moment you feel the holy presence of %s protecting" 2784 else
2814 " you.", god); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2815 else
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 } 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.");
2819#endif 2789#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 2790
2823 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2792 * exp loss on the stone.
2825 */ 2793 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf(buf,"%s's gravestone",op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf(buf,"%s's gravestones",op->name); 2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2830 FREE_AND_COPY(tmp->name_pl, buf);
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2832 "who was killed\n"
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2800
2840 /**************************************/ 2801 /**************************************/
2841 /* */ 2802 /* */
2842 /* Subtract the experience points, */ 2803 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */ 2804 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */ 2805 /* food, and reset HP's... */
2845 /* */ 2806 /* */
2846 /**************************************/ 2807 /**************************************/
2847 2808
2848 /* remove any poisoning and confusion the character may be suffering.*/ 2809 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */ 2810 /* restore player */
2850 at = find_archetype("poisoning"); 2811 at = archetype::find ("poisoning");
2851 tmp=present_arch_in_ob(at,op); 2812 tmp = present_arch_in_ob (at, op);
2813
2852 if (tmp) { 2814 if (tmp)
2853 remove_ob(tmp); 2815 {
2854 free_object(tmp); 2816 tmp->destroy ();
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 } 2818 }
2857 2819
2858 at = find_archetype("confusion"); 2820 at = archetype::find ("confusion");
2859 tmp=present_arch_in_ob(at,op); 2821 tmp = present_arch_in_ob (at, op);
2860 if (tmp) { 2822 if (tmp)
2861 remove_ob(tmp); 2823 {
2862 free_object(tmp); 2824 tmp->destroy ();
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 2826 }
2827
2865 cure_disease(op,0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2866 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
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 2843 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900; 2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2870 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2873 2851
2874 /* 2852 /*
2875 * 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
2876 * the player has any unpaid items. If so, remove them and put them back 2854 * and put them back in the map.
2877 * in the map. 2855 */
2878 */ 2856 op->drop_unpaid_items ();
2879 2857
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op);
2883 break;
2884 }
2885 }
2886
2887
2888 /****************************************/ 2858 /****************************************/
2889 /* */ 2859 /* */
2890 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2892 /* */ 2862 /* */
2893 /****************************************/ 2863 /****************************************/
2894 2864
2895 enter_player_savebed(op); 2865 enter_player_savebed (op);
2896 2866
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0; 2867 op->contr->braced = 0;
2901 save_player(op,1);
2902 2868
2903 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 2872 * on the space that might harm the player.
2907 */ 2873 */
2908 will_kill_again=0; 2874 will_kill_again = 0;
2909 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)
2910 if (tmp->type ==SPELL_EFFECT) 2876 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 2877 will_kill_again |= tmp->attacktype;
2912 } 2878
2913 if (will_kill_again) { 2879 if (will_kill_again)
2880 {
2914 object *force; 2881 object *force;
2915 int at; 2882 int at;
2916 2883
2917 force=get_archetype(FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1; 2886 force->speed = 0.1f;
2920 force->speed_left=-5.0; 2887 force->speed_left = -5.f;
2921 SET_FLAG(force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) { 2889 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 2891 force->resist[at] = 100;
2925 } 2892
2926 insert_ob_in_ob(force, op); 2893 insert_ob_in_ob (force, op);
2927 fix_player(op); 2894 op->update_stats ();
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936 2895
2896 }
2897
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 }
2986 }
2987 play_again(op);
2988
2989 /* peterm: added to create a corpse at deathsite. */
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002} 2899}
3003 2900
3004 2901void
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 2902loot_object (object *op)
2903{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 2904 object *tmp, *tmp2, *next;
3007 2905
3008 if (op->container) { /* close open sack first */ 2906 op->close_container (); /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011 2907
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2908 for (tmp = op->inv; tmp; tmp = next)
2909 {
3013 next=tmp->below; 2910 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2911
3015 remove_ob(tmp); 2912 if (tmp->invisible)
2913 continue;
2914
2915 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 2916 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 2917
3018 loot_object(tmp); 2918 if (tmp->type == CONTAINER)
3019 } 2919 loot_object (tmp); /* empty container to ground */
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2920
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 {
3022 if(tmp->nrof>1) { 2923 if (tmp->nrof > 1)
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2924 {
3024 free_object(tmp2); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 }
2928 else
2929 tmp->destroy ();
2930 }
3026 } else 2931 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 2933 }
3031} 2934}
3032 2935
3033/* 2936/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3035 * 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
3036 * was changed. 2939 * was changed.
3037 */ 2940 */
3038 2941void
3039void fix_weight(void) { 2942fix_weight (void)
3040 player *pl; 2943{
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2945 {
3043 if(old == sum) 2946 sint32 old = pl->ob->carrying;
3044 continue; 2947
3045 fix_player(pl->ob); 2948 pl->ob->update_weight ();
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949
3047 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 }
3048 } 2955 }
3049} 2956}
3050 2957
2958void
3051void fix_luck(void) { 2959fix_luck (void)
3052 player *pl; 2960{
3053 for (pl = first_player; pl != NULL; pl = pl->next) 2961 for_all_players (pl)
3054 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3055 change_luck(pl->ob, 0); 2963 pl->ob->change_luck (0);
3056} 2964}
3057
3058 2965
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3062 */ 2969 */
3063
3064void 2970void
3065cast_dust (object * op, object * throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3066{ 2972{
3067 object *skop, *spob; 2973 object *skop, *spob;
3068 2974
3069 skop = find_skill_by_name (op, throw_ob->skill); 2975 skop = find_skill_by_name (op, throw_ob->skill);
3070 2976
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 2977 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 2979 {
3074 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);
3075 op->name);
3076 return; 2981 return;
3077 } 2982 }
3078 2983
3079 spob = throw_ob->inv; 2984 spob = throw_ob->inv;
3080 2985
3081 // 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
3082 // 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
3083 // errors should be reported as early as possible IMHO) 2988 // errors should be reported as early as possible IMHO)
3084 if (!spob) 2989 if (!spob)
3085 { 2990 {
3086 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);
3087 throw_ob->name, op->name);
3088 return; 2992 return;
3089 } 2993 }
3090 2994
3091 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3092 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);
3093 2997
3094 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3095 2999
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3000 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 3001}
3100 3002
3003void
3101void make_visible (object *op) { 3004make_visible (object *op)
3005{
3102 op->hide = 0; 3006 op->hide = 0;
3103 op->invisible = 0; 3007 op->invisible = 0;
3104 if(op->type==PLAYER) {
3105 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3107 }
3108 update_object(op,UP_OBJ_FACE);
3109}
3110 3008
3111int is_true_undead(object *op) {
3112 object *tmp=NULL;
3113
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3115
3116 if(op->type==PLAYER) 3009 if (op->type == PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below) 3010 {
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3011 op->contr->tmp_invis = 0;
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3012 op->contr->invis_race = 0;
3013 }
3014
3015 update_object (op, UP_OBJ_CHANGE);
3016}
3017
3018int
3019is_true_undead (object *op)
3020{
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3023
3120 return 0; 3024 return 0;
3121} 3025}
3122 3026
3123/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 3029 * indicate greater hideability.
3126 */ 3030 */
3127 3031int
3128int hideability(object *ob) { 3032hideability (object *ob)
3033{
3129 int i,level=0, mflag; 3034 int i, level = 0, mflag;
3130 sint16 x,y; 3035 sint16 x, y;
3131 3036
3132 if(!ob||!ob->map) return 0; 3037 if (!ob || !ob->map)
3038 return 0;
3133 3039
3134 /* so, on normal lighted maps, its hard to hide */ 3040 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 3041 level = ob->map->darkness - 2;
3136 3042
3137 /* this also picks up whether the object is glowing. 3043 /* this also picks up whether the object is glowing.
3138 * 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
3139 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3141 3048
3142 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3143 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 3059 level += 2;
3148 else /* open terrain! */ 3060 else /* open terrain! */
3149 level -= 1; 3061 level -= 1;
3150 } 3062 }
3151 3063
3152#if 0 3064#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 3066#endif
3155 return level; 3067 return level;
3156} 3068}
3157 3069
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3074 */
3163 3075void
3164void do_hidden_move (object *op) { 3076do_hidden_move (object *op)
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3077{
3166 object *skop; 3078 int hide = 0;
3167 3079
3168 if(!op || !op->map) return; 3080 if (!op || !op->map)
3081 return;
3169 3082
3170 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);
3171 3085
3172 /* 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! */
3173 if(op->type==PLAYER && op->contr->run_on) { 3087 if (op->type == PLAYER && op->contr->run_on)
3174 if(!skop || num >= skop->level) { 3088 if (!skop || num >= skop->level)
3089 {
3175 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!");
3176 make_visible(op); 3091 make_visible (op);
3177 return; 3092 return;
3178 } else num += 20;
3179 } 3093 }
3094 else
3095 num += 20;
3096
3180 num += op->map->difficulty; 3097 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 3099 num -= hide;
3100
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 {
3184 make_visible(op); 3103 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3104
3186 "You moved out of hiding! You are visible!"); 3105 if (op->type == PLAYER)
3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 3107 }
3188 else if (op->type == PLAYER && skop) { 3108 else if (op->type == PLAYER && skop)
3189 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);
3190 }
3191} 3110}
3192 3111
3193/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3194 3113
3114int
3195int stand_near_hostile( object *who ) { 3115stand_near_hostile (object *who)
3116{
3196 object *tmp=NULL; 3117 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 3119 maptile *m;
3199 sint16 x,y; 3120 sint16 x, y;
3200 3121
3201 if(!who) return 0; 3122 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0; 3123 return 0;
3124
3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3130
3131 /* search adjacent squares */
3132 for (i = 1; i < 9; i++)
3133 {
3134 x = who->x + freearr_x[i];
3135 y = who->y + freearr_y[i];
3136 m = who->map;
3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3138 /* space must be blocked if there is a monster. If not
3139 * blocked, don't need to check this space.
3140 */
3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144 continue;
3145
3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
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)
3154 return 1;
3155 }
3156 }
3157 }
3158 return 0;
3231} 3159}
3232 3160
3233/* check the player los field for viewability of the 3161/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3235 * 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
3236 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3242 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3243 * -b.t. 3171 * -b.t.
3244 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3245 */ 3173 */
3246 3174int
3247int player_can_view (object *pl,object *op) { 3175player_can_view (object *pl, object *op)
3176{
3248 rv_vector rv; 3177 rv_vector rv;
3249 int dx,dy; 3178 int dx, dy;
3250 3179
3251 if(pl->type!=PLAYER) { 3180 if (pl->type != PLAYER)
3181 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 3183 return -1;
3278 op = op->more;
3279 } 3184 }
3185
3186 if (!pl || !op)
3280 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;
3281} 3217}
3282 3218
3283/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3221 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we 3222 * effected by this. If we arent invisible to begin with, we
3287 * return 0. 3223 * return 0.
3288 */ 3224 */
3225int
3289int action_makes_visible (object *op) { 3226action_makes_visible (object *op)
3290 3227{
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3293 return 0; 3231 return 0;
3294 3232
3295 if (op->contr && op->contr->tmp_invis == 0) return 0; 3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3296 3235
3297 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3299 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");
3300 return 1; 3240 return 1;
3301 } 3241 }
3302 } 3242 }
3243
3303 return 0; 3244 return 0;
3304} 3245}
3305 3246
3306/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3250 * -exit-coord. (and if x, y not NULL)
3310 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3251 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3311 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3252 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3312 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3313 */ 3254 */
3255int
3314int op_on_battleground (object *op, int *x, int *y) { 3256op_on_battleground (object *op, int *x, int *y)
3315 object *tmp; 3257{
3316
3317 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3318 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 strcmp(tmp->name, "battleground")==0 && 3269 && tmp->type == BATTLEGROUND
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3273 /* before we assign the exit, check if this is a teambattle */
3329 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))
3330 object *invtmp; 3275 {
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3277 {
3333 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3334 if (x != NULL && y != NULL) 3279 {
3280 if (x && y)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3283 return 1;
3284 }
3285 }
3286 }
3287
3288 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3336 return 1; 3291 return 1;
3337 } 3292 }
3338 } 3293 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3294 }
3344 } 3295
3345 }
3346 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3347 return 0; 3297 return 0;
3348} 3298}
3349 3299
3350/* 3300/*
3354 * attributes: 3304 * attributes:
3355 * object *who the dragon player 3305 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3306 * int atnr the attack-number of the ability focus
3357 * int level ability level 3307 * int level ability level
3358 */ 3308 */
3309void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3310dragon_ability_gain (object *who, int atnr, int level)
3311{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3312 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3313 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3314 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3315 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3317 int i = 0, j = 0;
3366 3318
3367 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3370 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3372 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3374 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3376 3328
3377 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3378 return; 3330 return;
3379 3331
3380 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 tr = tr->next, i++); 3333
3382 3334 if (!tr || !tr->item)
3383 if (tr == NULL || tr->item == NULL) { 3335 {
3384 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3385 return; 3337 return;
3386 } 3338 }
3387 3339
3388 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3341 item = tr->item;
3390 3342
3391 if (item->type == SPELL) { 3343 if (item->type == SPELL)
3344 {
3392 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3393 return; 3346 return;
3394 3347
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3348 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3396 do_learn_spell (who, item, 0); 3349 do_learn_spell (who, item, 0);
3397 return; 3350 return;
3398 } 3351 }
3399 3352
3400 /* grant direct spell */ 3353 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3354 if (item->type == SPELLBOOK)
3355 {
3402 if (!item->inv) { 3356 if (!item->inv)
3357 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3358 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3359 return;
3406 } 3360 }
3407 if (check_spell_known (who, item->inv->name)) 3361 if (check_spell_known (who, item->inv->name))
3408 return; 3362 return;
3409 if (item->invisible) { 3363 if (item->invisible)
3364 {
3410 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);
3411 do_learn_spell (who, item->inv, 0); 3366 do_learn_spell (who, item->inv, 0);
3412 return; 3367 return;
3413 } 3368 }
3414 } 3369 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3416 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 {
3417 3374
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3375 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * in this way, if the player is missing any of the attacktypes, he gets 3376 * in this way, if the player is missing any of the attacktypes, he gets
3420 * them. As it is now, if the player has any that match the granted skill, 3377 * them. As it is now, if the player has any that match the granted skill,
3421 * but not all of them, he gets nothing. 3378 * but not all of them, he gets nothing.
3422 */ 3379 */
3423 if (!(skop->attacktype & item->attacktype)) { 3380 if (!(skop->attacktype & item->attacktype))
3381 {
3424 /* Give new attacktype */ 3382 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3383 skop->attacktype |= item->attacktype;
3426 3384
3427 /* always add physical if there's none */ 3385 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3386 skop->attacktype |= AT_PHYSICAL;
3429 3387
3430 if (item->msg != NULL) 3388 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 3390
3433 /* Give player new face */ 3391 /* Give player new face */
3434 if (item->animation_id) { 3392 if (item->animation_id)
3393 {
3435 who->face = skop->face; 3394 who->face = skop->face;
3436 who->animation_id = item->animation_id; 3395 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed; 3396 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0; 3397 who->last_anim = 0;
3439 who->state = 0; 3398 who->state = 0;
3440 animate_object(who, who->direction); 3399 animate_object (who, who->direction);
3441 } 3400 }
3401 }
3402 }
3442 } 3403 }
3443 }
3444 }
3445 else if (item->type == FORCE) { 3404 else if (item->type == FORCE)
3405 {
3446 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3407 object *skin;
3408
3448 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3449 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)
3450 skin=skin->below); 3411 ;
3451 if (skin == NULL) return; 3412
3452 3413 if (!skin)
3414 return;
3415
3453 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456 3420
3457 /* print message */ 3421 /* print message */
3458 sprintf(buf, "You feel attuned to "); 3422 sprintf (buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3460 if(item->path_attuned & (1<<i)) { 3424 {
3461 if (j) 3425 if (item->path_attuned & (1 << i))
3462 strcat(buf," and "); 3426 {
3463 else 3427 if (j)
3464 j = 1; 3428 strcat (buf, " and ");
3429 else
3430 j = 1;
3465 strcat(buf, spellpathnames[i]); 3431 strcat (buf, spellpathnames[i]);
3466 } 3432 }
3467 } 3433 }
3468 strcat(buf,"."); 3434 strcat (buf, ".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3470 } 3436 }
3471 3437
3472 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG (skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG (skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3479 3445
3480 /* print message if there is one */ 3446 /* print message if there is one */
3481 if (item->msg != NULL) 3447 if (item->msg != NULL)
3482 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
3483 } 3451 {
3484 else {
3485 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3487 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));
3488 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp);
3491 } 3456 }
3492} 3457}
3493 3458
3494/** 3459/**
3495 * 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
3496 * not readied. 3461 * not readied.
3497 */ 3462 */
3463void
3498void player_unready_range_ob(player *pl, object *ob) { 3464player_unready_range_ob (player *pl, object *ob)
3499 rangetype i; 3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3500 3468
3501 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3469 if (pl->combat_ob == ob)
3502 if (pl->ranges[i] == ob) { 3470 pl->combat_ob = 0;
3503 pl->ranges[i] = NULL; 3471
3504 if (pl->shoottype == i) { 3472 if (pl->ranged_ob == ob)
3505 pl->shoottype = range_none; 3473 pl->ranged_ob = 0;
3506 }
3507 }
3508 }
3509} 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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