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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.206 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.17 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( (size_t) strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
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_skills ();
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.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{ 334{
205 object *op = arch_to_object (get_player_archetype (NULL)); 335 observe = op ? op : ob;
206 int i; 336 do_los = 1;
337}
207 338
208 if (!p) 339player::player ()
209 { 340{
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 p->clear ();
233
234 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 342 * we deal with that below this point.
236 */ 343 */
237 p->party = NULL; 344 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 345 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 347
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
248 349
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 350 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 351 bowtype = bow_normal;
266 p->petmode = pet_normal; 352 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 353 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 355 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 356
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 357 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 358 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 359}
278 360
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 361void
362player::do_destroy ()
363{
364 disconnect ();
280 365
281 /* we need to clear these to -1 and not zero - otherwise, 366 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 367
283 * send new values to the client, as things like exp start 368 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 369 {
291 for (i = 0; i < NROFATTACKS; i++) 370 ob->destroy_inv (false);
371 ob->destroy (true);
292 { 372 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 373
298 p->socket.update_look = 0; 374 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 375}
302 376
303/* This loads the first map an puts the player on it. */ 377player::~player ()
304static void set_first_map(object *op)
305{ 378{
306 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
307 op->x = -1; 380 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 381}
311 382
312/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
314 * mode. 385 * mode.
315 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
316 391
317int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 393
320 p=get_player(NULL); 394 pl->ob->roll_stats ();
321 p->socket = *ns; 395 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 397
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 398 set_first_map (pl->ob);
332 399
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 400 return pl;
340} 401}
341 402
342/* 403/*
343 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
346 */ 407 */
408archetype *
347archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
348{ 410{
349 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
350 for (;;) { 419 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 420 {
362} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
363 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
364 430
431object *
365object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
366 object *op = NULL; 434 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 435 objectlink *ol;
369 unsigned lastdist; 436 unsigned lastdist;
370 rv_vector rv; 437 rv_vector rv;
371 438
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 440 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 442 continue;
399 443
400 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
445 {
401 op=ol->ob; 446 op = ol->ob;
402 lastdist=rv.distance; 447 lastdist = rv.distance;
403 } 448 }
404 } 449 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 450
451 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 452 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 454 {
413 } 455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
414#if 0 459#if 0
415 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)");
416#endif 461#endif
417 return op; 462 return op;
418} 463}
419 464
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 483 * is probably not a good thing.
439 */ 484 */
440#define MAX_SPACES 50 485#define MAX_SPACES 50
441
442 486
443/* 487/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 506 * is blocking itself.
463 */ 507 */
508int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
465 rv_vector rv; 511 rv_vector rv;
466 sint16 x,y; 512 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
469 515
470 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
471 517
472 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
519 return 0;
473 520
474 x=mon->x; 521 x = mon->x;
475 y=mon->y; 522 y = mon->y;
476 m=mon->map; 523 m = mon->map;
477 dir = rv.direction; 524 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
480 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 529 if (diff > max)
530 return 0;
531
482 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
483 lastx = x; 534 lastx = x;
484 lasty = y; 535 lasty = y;
485 lastmap = m; 536 lastmap = m;
486 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
488 539
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 542
492 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
495 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
497 */ 549 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
500 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 554 * the values so it will try again.
502 */ 555 */
503 x = lastx; 556 x = lastx;
504 y = lasty; 557 y = lasty;
505 m = lastmap; 558 m = lastmap;
506 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
507 } else { 561 else
562 {
508 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
509 * either the left or right. 564 * either the left or right.
510 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 568 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 569 * stepping back and forth
515 */ 570 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 576 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 581 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 583 * the last direction the creature has successfully
527 * moved. 584 * moved.
528 */ 585 */
529 586
530 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 589 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
538 598
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
540 } 601 }
541 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
543 */ 604 */
544 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 606 return 0;
546 diff--; 607 diff--;
547 lastdir=dir; 608 lastdir = dir;
548 max--; 609 max--;
549 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
550 } /* else check alternate directions */ 612 } /* else check alternate directions */
551 } /* if blocked */ 613 } /* if blocked */
552 else { 614 else
615 {
553 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
554 diff--; 617 diff--;
555 max--; 618 max--;
556 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
557 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623
624 if (diff <= 1)
558 } 625 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 627 * headed toward player for entire distance.
562 */ 628 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 631 }
566 if (diff>max) return 0; 632
633 if (diff > max)
634 return 0;
567 } 635 }
636
568 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 638 if (!max)
639 return 0;
570 640
571 return firstdir; 641 return firstdir;
572} 642}
573 643
644void
574void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 646{
576
577 if(pl->randomitems!=NULL) 647 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 649
580 for (op=pl->inv; op; op=next) { 650 for (object *next, *op = pl->inv; op; op = next)
651 {
581 next = op->below; 652 next = op->below;
582 653
583 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 656 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 658 SET_FLAG (op, FLAG_APPLIED);
588 659
589 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 661 * by this player due to race restrictions
591 */ 662 */
592 if (pl->type == PLAYER) { 663 if (pl->type == PLAYER)
664 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
594 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 670 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 672 {
603 } 673 op->destroy (true);
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 674 continue;
623 } 675 }
624 if (op->nrof > 1) op->nrof = 1; 676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 685 {
686 object *tmp;
626 687
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 (true);
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
627 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 }
630 705
631 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 708 * merged properly.
634 */ 709 */
635 if (need_identify(op)) { 710 if (need_identify (op))
711 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
639 } 718 {
640 if(op->type==SPELL) { 719 op->destroy (true);
641 remove_ob(op);
642 free_object(op);
643 continue; 720 continue;
721 }
722 else if (op->type == SKILL)
644 } 723 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 725 op->stats.exp = 0;
648 op->level = 1; 726 op->level = 1;
649 } 727 }
650 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
653 731
654 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
655 link_player_skills(pl); 733 pl->contr->link_skills ();
656} 734}
657 735
658void get_name(object *op) { 736void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
731 if (party == NULL) { 739 if (party == NULL)
740 {
732 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);
733 return; 742 return;
734 } 743 }
744
735 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
738 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:");
739} 749}
740
741 750
742/* 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
743int roll_stat(void) { 753roll_stat (void)
754{
744 int a[4],i,j,k; 755 int a[4], i, j, k;
745 756
746 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
748 759
749 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 761 if (a[i] < k)
751 k=a[i],j=i; 762 k = a[i], j = i;
752 763
753 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 765 if (i != j)
755 k+=a[i]; 766 k += a[i];
756 } 767
757 return k; 768 return k;
758} 769}
759 770
760void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
761 int sum=0; 778 int sum = 0;
762 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
764 781
765 do { 782 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 783 break;
767 op->stats.Dex=roll_stat(); 784 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 785
778 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 788
787 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 791
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 792 stats.exp = 0;
818 op->stats.ac=0; 793 stats.ac = 0;
819 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
820 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
823 804
824 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
825 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
829} 837}
830 838
831void Roll_Again(object *op) 839static void
840start_info (object *op)
832{ 841{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
841 843
842 if ( op->contr->Swap_First == -1 ) { 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 846}
950 847
951/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
955 * not the class. 852 * not the class.
956 */ 853 */
957 854void
958int key_change_class(object *op, char key) 855player::chargen_race_done ()
959{ 856{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
974 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
976 866
977 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
978 868
979 if (op->msg) 869 if (ob->msg)
980 op->msg=NULL; 870 ob->msg = 0;
981 871
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 872 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op); 875 esrv_send_inventory (ob, ob);
996 fix_player(op); 876 ob->update_stats ();
997 877
998 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
999 * is one for this race 879 * is one for this race
1000 */ 880 */
1001 if(*first_map_ext_path) { 881 if (*first_map_ext_path)
1002 object *tmp; 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 char mapname[MAX_BUF]; 883 else
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 885}
1017 return 0;
1018 }
1019 886
887void
888player::chargen_race_next ()
889{
1020 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1022 */ 892 */
1023 893
1024 tmp_loop = 0; 894 do
1025 while(!tmp_loop) { 895 {
1026 shstr name = op->name; 896 shstr name = ob->name;
1027 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
898
1028 remove_statbonus(op); 899 ob->remove_statbonus ();
1029 remove_ob (op); 900 ob->remove ();
1030 op->arch = get_player_archetype(op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1031 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1032 op->instantiate (); 903 ob->instantiate ();
1033 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1034 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1035 op->x = x; 906 ob->x = x;
1036 op->y = y; 907 ob->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 910 assign (ob->contr->title, ob->arch->object::name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 911 ob->add_statbonus ();
1042 tmp_loop=allowed_class(op);
1043 } 912 }
913 while (!allowed_class (ob));
914
1044 update_object(op,UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 916 esrv_update_item (UPD_FACE, ob, ob);
1046 fix_player(op); 917 ob->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1049 op->stats.grace=0; 920 ob->stats.grace = 0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054} 921}
1055 922
1056int key_confirm_quit(object *op, char key) 923void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 924flee_player (object *op)
925{
1102 int dir,diff; 926 int dir, diff;
1103 rv_vector rv; 927 rv_vector rv;
1104 928
1105 if(op->stats.hp < 0) { 929 if (op->stats.hp < 0)
930 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
933 return;
934 }
935
936 if (op->enemy == NULL)
937 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED);
940 return;
941 }
942
943 /* Seen some crashes here. Since we don't store an
944 * op->enemy_count, it is possible that something destroys the
945 * actual enemy, and the object is recycled.
946 */
947 if (op->enemy->map == NULL)
948 {
949 CLEAR_FLAG (op, FLAG_SCARED);
950 op->enemy = NULL;
951 return;
952 }
953
954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 {
956 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED);
958 return;
959 }
960
961 get_rangevector (op, op->enemy, &rv, 0);
962
963 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++)
965 {
966 int m = 1 - (RANDOM () & 2);
967
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1108 return; 969 return;
1109 } 970 }
1110 971
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 974 op->enemy = NULL;
1145} 975}
1146
1147 976
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 977/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 978 * It returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 979 * stop.
1151 */ 980 */
981int
1152int check_pick(object *op) { 982check_pick (object *op)
983{
1153 object *tmp, *next; 984 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 985 int stop = 0;
1156 int j, k, wvratio; 986 int wvratio;
1157 char putstring[128], tmpstr[16]; 987 char putstring[128];
1158
1159 988
1160 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1162 return 1; 991 return 1;
1163 992
1164 op_tag = op->count;
1165
1166 next = op->below; 993 next = op->below;
1167 if (next) 994
1168 next_tag = next->count; 995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1169 997
1170 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 999 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1000 while (next && !next->destroyed ())
1173 { 1001 {
1174 tmp = next; 1002 tmp = next;
1175 next = tmp->below; 1003 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1004
1179 if (was_destroyed (op, op_tag)) 1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1011 if (op->destroyed ())
1180 return 0; 1012 return 0;
1181 1013
1182 if ( ! can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1183 continue; 1015 continue;
1184 1016
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1018 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1189 continue; 1021 continue;
1190 } 1022 }
1191 1023
1192 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1025 if (!(op->contr->mode & PU_NEWMODE))
1026 {
1194 switch (op->contr->mode) { 1027 switch (op->contr->mode)
1028 {
1029 case 0:
1195 case 0: return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1196 case 1: pick_up (op, tmp); 1031 case 1:
1032 CHK_PICK_PICKUP;
1197 return 1; 1033 return 1;
1198 case 2: pick_up (op, tmp); 1034 case 2:
1035 CHK_PICK_PICKUP;
1199 return 0; 1036 return 0;
1037 case 3:
1200 case 3: return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1201 case 4: pick_up (op, tmp); 1039 case 4:
1040 CHK_PICK_PICKUP;
1202 break; 1041 break;
1203 case 5: pick_up (op, tmp); 1042 case 5:
1043 CHK_PICK_PICKUP;
1204 stop = 1; 1044 stop = 1;
1205 break; 1045 break;
1206 case 6: 1046 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1049 CHK_PICK_PICKUP;
1210 break; 1050 break;
1211 1051
1212 case 7: 1052 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1054 CHK_PICK_PICKUP;
1215 break; 1055 break;
1216 1056
1217 default: 1057 default:
1218 /* use value density */ 1058 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1))) 1061 CHK_PICK_PICKUP;
1222 >= op->contr->mode)
1223 pick_up(op,tmp);
1224 } 1062 }
1225 } 1063 }
1226 else { /* old model */ 1064 else
1065 { /* old model */
1227 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 1067 if (op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 { 1068 {
1248 sprintf(tmpstr,"%d ",k*32+j); 1069 /* some debugging code to figure out item information */
1249 strcat(putstring, tmpstr); 1070 if (tmp->name != NULL)
1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1073 else
1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1250 } 1078 }
1079
1080 /* philosophy:
1081 * It's easy to grab an item type from a pile, as long as it's
1082 * generic. This takes no game-time. For more detailed pickups
1083 * and selections, select-items should be used. This is a
1084 * grab-as-you-run type mode that's really useful for arrows for
1085 * example.
1086 * The drawback: right now it has no frontend, so you need to
1087 * stick the bits you want into a calculator in hex mode and then
1088 * convert to decimal and then 'pickup <#>
1089 */
1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue;
1116
1117 /* ignore known cursed objects */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1119 continue;
1120
1121 /* all food and drink if desired */
1122 /* question: don't pick up known-poisonous stuff? */
1123 if (op->contr->mode & PU_FOOD)
1124 if (tmp->type == FOOD)
1125 {
1126 CHK_PICK_PICKUP;
1127 continue;
1128 }
1129
1130 if (op->contr->mode & PU_DRINK)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1132 {
1133 CHK_PICK_PICKUP;
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_POTION)
1138 if (tmp->type == POTION)
1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL)
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 {
1184 if (tmp->type == MONEY || tmp->type == GEM)
1185 {
1186 CHK_PICK_PICKUP;
1187 continue;
1188 }
1251 } 1189 }
1190
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET)
1194 {
1195 CHK_PICK_PICKUP;
1196 continue;
1197 }
1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1204 continue;
1205 }
1206
1207 /* bows and arrows. Bows are good for selling! */
1208 if (op->contr->mode & PU_BOW)
1209 if (tmp->type == BOW)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_ARROW)
1216 if (tmp->type == ARROW)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* all kinds of armor etc. */
1223 if (op->contr->mode & PU_ARMOUR)
1224 if (tmp->type == ARMOUR)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_HELMET)
1231 if (tmp->type == HELMET)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_SHIELD)
1238 if (tmp->type == SHIELD)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_BOOTS)
1245 if (tmp->type == BOOTS)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_GLOVES)
1252 if (tmp->type == GLOVES)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_CLOAK)
1259 if (tmp->type == CLOAK)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 /* hoping to catch throwing daggers here */
1266 if (op->contr->mode & PU_MISSILEWEAPON)
1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 /* careful: chairs and tables are weapons! */
1274 if (op->contr->mode & PU_ALLWEAPON)
1275 {
1276 if (tmp->type == WEAPON && tmp->name != NULL)
1277 {
1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284 }
1285
1286 if (tmp->type == WEAPON && tmp->name == NULL)
1287 {
1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293 }
1252 } 1294 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 1295
1296 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 {
1300 CHK_PICK_PICKUP;
1301 continue;
1302 }
1303
1304 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */
1306 if (op->contr->mode & PU_RATIO)
1307 {
1308 /* use value density to decide what else to grab */
1309 /* >=7 was >= op->contr->mode */
1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 {
1315 CHK_PICK_PICKUP;
1255#if 0 1316#if 0
1256 /* print the flags too */ 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1318 if (tmp->name != NULL)
1258 { 1319 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1320 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1321 }
1261 { 1322 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1263 if(!((j+1)%4))fprintf(stderr," "); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1326#endif
1268 } 1327 continue;
1269 /* philosophy: 1328 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1329 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1330 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1331 }
1429 } /* the new pickup model */ 1332
1430 }
1431 return ! stop; 1333 return !stop;
1432} 1334}
1433 1335
1434/* 1336/*
1435 * Find an arrow in the inventory and after that 1337 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1338 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1339 * found object is returned.
1438 */ 1340 */
1341object *
1439object *find_arrow(object *op, const char *type) 1342find_arrow (object *op, const char *type)
1440{ 1343{
1441 object *tmp = NULL; 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1442 1347
1443 for(op=op->inv; op; op=op->below) 1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1445 QUERY_FLAG(op,FLAG_APPLIED)) 1350 if (object *arrow = find_arrow (tmp, type))
1446 tmp = find_arrow (op, type); 1351 {
1447 else if (op->type==ARROW && op->race==type) 1352 splay (tmp);
1448 return op; 1353 return arrow;
1354 }
1355
1449 return tmp; 1356 return 0;
1450} 1357}
1451 1358
1452/* 1359/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1362 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1364 */
1458 1365object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1367{
1461 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1463 1370
1464 if (!type) 1371 if (!type)
1465 return NULL; 1372 return NULL;
1466 1373
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1374 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1375 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 {
1470 i = 0; 1378 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1379 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1380 if (i > betterby)
1381 {
1473 tmp = ntmp; 1382 tmp = ntmp;
1474 betterby = i; 1383 betterby = i;
1475 } 1384 }
1385 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1386 else if (arrow->type == ARROW && arrow->race == type)
1387 {
1477 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1390 {
1480 if (arrow->attacktype & AT_DEATH) { 1391 if (arrow->attacktype & AT_DEATH)
1392 {
1481 *better = 100; 1393 *better = 100;
1482 return arrow; 1394 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1395 }
1487 } else { 1396 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1397 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1398 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1399 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1400 }
1504 } 1401 }
1402 else
1403 {
1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1405 {
1406 attacktype = 1 << attacknum;
1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1409 {
1410 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 }
1413 }
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 {
1416 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 }
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 {
1421 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 }
1505 } 1424 }
1425 }
1506 } 1426 }
1427
1507 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1429 return find_arrow (op, type);
1509 1430
1510 *better = betterby; 1431 *better = betterby;
1511 return tmp; 1432 return tmp;
1512} 1433}
1513 1434
1514/* looks in a given direction, finds the first valid target, and calls 1435/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1437 * op = the shooter
1517 * type = bow->race 1438 * type = bow->race
1518 * dir = fire direction 1439 * dir = fire direction
1519 */ 1440 */
1520 1441object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1522{ 1443{
1523 object *tmp = NULL; 1444 object *tmp = NULL;
1524 mapstruct *m; 1445 maptile *m;
1525 int i, mflags, found, number; 1446 int i, mflags, found, number;
1526 sint16 x, y; 1447 sint16 x, y;
1527 1448
1528 if (op->map == NULL) 1449 if (op->map == NULL)
1529 return find_arrow(op, type); 1450 return find_arrow (op, type);
1530 1451
1531 /* do a dex check */ 1452 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1453 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1454 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1455 return find_arrow (op, type);
1535 1456
1536 m = op->map; 1457 m = op->map;
1537 x = op->x; 1458 x = op->x;
1538 y = op->y; 1459 y = op->y;
1539 1460
1540 /* find the first target */ 1461 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1462 for (i = 0, found = 0; i < 20; i++)
1463 {
1542 x += freearr_x[dir]; 1464 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1465 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1466 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 {
1546 tmp = NULL; 1469 tmp = NULL;
1470 break;
1471 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption.
1476 */
1477 tmp = NULL;
1478 break;
1479 }
1480 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1547 break; 1489 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1490 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1491 }
1565 if (tmp == NULL) 1492 if (tmp == NULL)
1566 return find_arrow(op, type); 1493 return find_arrow (op, type);
1567 1494
1568 if (tmp->head) 1495 if (tmp->head)
1569 tmp = tmp->head; 1496 tmp = tmp->head;
1570 1497
1571 return find_better_arrow(op, tmp, type, &i); 1498 return find_better_arrow (op, tmp, type, &i);
1572} 1499}
1573 1500
1574/* 1501/*
1575 * Creature fires a bow - op can be monster or player. Returns 1502 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1503 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1506 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes) 1507 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special 1508 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes. 1509 * player fire modes.
1583 */ 1510 */
1511int
1584int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1512fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 sint16 sx, sint16 sy)
1586{ 1513{
1587 object *left, *bow; 1514 object *left, *bow;
1588 tag_t left_tag, tag; 1515 int mflags;
1589 int bowspeed, mflags; 1516 maptile *m;
1590 mapstruct *m;
1591 1517
1592 if (!dir) { 1518 if (!dir)
1519 {
1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1521 return 0;
1522 }
1523
1524 if (op->contr)
1525 bow = op->current_weapon;
1526 else
1595 } 1527 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1529 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1530 * don't need to switch back and forth between bows and weapons.
1602 */ 1531 */
1603 if(bow->type==BOW) 1532 if (bow->type == BOW)
1604 break; 1533 break;
1605 1534
1606 if (!bow) { 1535 if (!bow)
1536 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1538 return 0;
1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1609 } 1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1610 } 1548 }
1549
1611 if( !bow->race || !bow->skill) { 1550 if (!bow->race || !bow->skill)
1551 {
1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 return 0; 1553 return 0;
1614 } 1554 }
1615 1555
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1556 if (arrow == NULL)
1557 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1559 {
1626 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1563 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1632 return 0; 1566 return 0;
1633 } 1567 }
1634 } 1568 }
1569
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1571 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1572 return 0;
1638 } 1573
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1575 {
1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1641 return 0; 1577 return 0;
1642 } 1578 }
1643 1579
1644 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1581 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1582 {
1647 free_object(arrow); 1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (true);
1648 return 0; 1585 return 0;
1649 } 1586 }
1650 1587
1651 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count; 1589 arrow = arrow->split ();
1653 arrow = get_split_ob(arrow, 1); 1590 if (!arrow)
1654 if (arrow == NULL) { 1591 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1593 return 0;
1657 } 1594 }
1658 set_owner(arrow, op); 1595
1596 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1598 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1599
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1672 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1674 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1676 1606
1677 /* Note that this was different for monsters - they got their level 1607#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1679 */
1680 1609 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1624 /* update the speed */
1686 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
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1690 1627
1691 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1695 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1696 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1707 arrow->level = op->level; 1645 arrow->level = op->level;
1708 } 1646 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1647
1710 arrow->attacktype |= bow->attacktype; 1648 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1649 arrow->slaying = bow->slaying;
1713 1650
1714 arrow->map = m; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1653
1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1715 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1660
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1663
1722 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1665 move_arrow (arrow);
1724 1666
1725 if (op->type == PLAYER) {
1726 if (was_destroyed (left, left_tag))
1727 esrv_del_item(op->contr, left_tag);
1728 else
1729 esrv_send_item(op, left);
1730 }
1731 return 1; 1667 return 1;
1732} 1668}
1733 1669
1734/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1671 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1672 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1673 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1674 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1675 * hence the function name.
1740 */ 1676 */
1677int
1741int player_fire_bow(object *op, int dir) 1678player_fire_bow (object *op, int dir)
1742{ 1679{
1743 int ret=0, wcmod=0; 1680 int ret = 0, wcmod = 0;
1744 1681
1745 if (op->contr->bowtype == bow_bestarrow) { 1682 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1683 {
1747 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);
1748 dir, 0, op->x, op->y); 1685 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1689 wcmod = -1;
1690
1752 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);
1753 op->x, op->y); 1692 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1755 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);
1756 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)]);
1757 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 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1759 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);
1760 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);
1761 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);
1762 1704 }
1763 } else { 1705 else
1706 {
1764 /* Simple case */ 1707 /* Simple case */
1765 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);
1766 } 1709 }
1710
1767 return ret; 1711 return ret;
1768} 1712}
1769
1770 1713
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1773 */ 1716 */
1717void
1774void fire_misc_object(object *op, int dir) 1718fire_misc_object (object *op, int dir)
1775{ 1719{
1776 object *item; 1720 object *item = op->contr->ranged_ob;
1777 1721
1778 if (!op->contr->ranges[range_misc]) { 1722 if (!item)
1723 {
1779 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.");
1780 return; 1725 return;
1781 } 1726 }
1782 1727
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1728 if (!item->inv)
1729 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1731 return;
1787 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1788 if (item->type == WAND) { 1737 if (item->type == WAND)
1738 {
1789 if(item->stats.food<=0) { 1739 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1792 return; 1744 return;
1793 } 1745 }
1746 }
1794 } else if (item->type == ROD || item->type==HORN) { 1747 else if (item->type == ROD || item->type == HORN)
1748 {
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1797 if (item->type== ROD) 1757 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1759 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1761
1803 return; 1762 return;
1804 } 1763 }
1805 } 1764 }
1806 1765
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1808 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 */
1809 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1810 if (!(--item->stats.food)) { 1771 if (!(--item->stats.food))
1772 {
1811 object *tmp; 1773 object *tmp;
1774
1812 if (item->arch) { 1775 if (item->arch)
1776 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1815 item->speed = 0; 1779 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1780 }
1818 if ((tmp=is_player_inv(item))) 1781
1782 if (object *pl = item->visible_to ())
1819 esrv_update_item(UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1820 } 1784 }
1821 } 1785 }
1822 else if (item->type == ROD || item->type==HORN) { 1786 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1787 drain_rod_charge (item);
1824 }
1825 } 1788 }
1826} 1789}
1827 1790
1828/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1829 */ 1792 */
1793bool
1830void fire(object *op,int dir) { 1794fire (object *op, int dir)
1795{
1831 int spellcost=0; 1796 int spellcost = 0;
1832 1797
1833 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1799 if (action_makes_visible (op))
1800 make_visible (op);
1835 1801
1836 switch(op->contr->shoottype) { 1802 player *pl = op->contr;
1837 case range_none:
1838 return;
1839 1803
1840 case range_bow: 1804 if (pl->golem)
1805 {
1806 control_golem (op->contr->golem, dir);
1807 return false;
1808 }
1809
1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
1841 player_fire_bow(op, dir); 1826 player_fire_bow (op, dir);
1842 return; 1827 break;
1843 1828
1844 case range_magic: /* Casting spells */ 1829 case SPELL:
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1846 return; 1831 break;
1847 1832
1848 case range_misc: 1833 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir ); 1834 apply_map_builder (op, dir);
1873 return; 1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1874 default: 1841 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1842 fire_misc_object (op, dir);
1876 return; 1843 break;
1877 } 1844 }
1878}
1879 1845
1880 1846 return true;
1847}
1881 1848
1882/* find_key 1849/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1854 * pl is the player,
1888 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1891 */ 1858 */
1892 1859object *
1893object * find_key(object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1894{ 1861{
1895 object *tmp,*key; 1862 object *tmp, *key;
1896 1863
1897 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1865 if (!container->inv)
1866 return 0;
1899 1867
1900 /* 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 */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1903 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1905 */ 1875 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1877 break;
1908 } 1878 }
1879
1909 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1910 /* 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.
1911 * 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
1912 * a key, return 1883 * a key, return
1913 */ 1884 */
1914 if (!tmp) { 1885 if (!tmp)
1886 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1916 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1890 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1919 } 1894 }
1920 } 1895 }
1896
1897 if (!tmp)
1921 if (!tmp) return NULL; 1898 return NULL;
1922 } 1899 }
1900
1923 /* 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,
1924 * see if we actually want to use it 1902 * see if we actually want to use it
1925 */ 1903 */
1926 if (pl!=container) { 1904 if (pl != container)
1905 {
1927 /* Only let players use keys in containers */ 1906 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1907 if (!pl->contr)
1908 return NULL;
1929 /* cases where this fails: 1909 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1910 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1911 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1912 * If the container is not active, return now since only active
1933 * containers can be used. 1913 * containers can be used.
1934 * If we only search keyrings and the container does not have 1914 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1915 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1916 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1917 * inv must have been an container and must have been active.
1938 * 1918 *
1939 * Change the color so that the message doesn't disappear with 1919 * Change the color so that the message doesn't disappear with
1940 * all the others. 1920 * all the others.
1941 */ 1921 */
1942 if (pl->contr->usekeys == key_inventory || 1922 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1925 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "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));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1928 return NULL;
1951 } 1929 }
1952 } 1930 }
1931
1953 return tmp; 1932 return tmp;
1954} 1933}
1955 1934
1956/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1937 * such that the caller should not do anything more,
1959 * 0 otherwise 1938 * 0 otherwise
1960 */ 1939 */
1940static int
1961static int player_attack_door(object *op, object *door) 1941player_attack_door (object *op, object *door)
1962{ 1942{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1967 */ 1946 */
1968 object *key=find_key(op, op, door); 1947 object *key = find_key (op, op, door);
1969 1948
1970 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1971 if (key) { 1950 if (key)
1951 {
1972 object *container=key->env; 1952 object *container = key->env;
1973 1953
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1976 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
1977 if (door->type == DOOR) { 1960 if (door->type == DOOR)
1978 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 */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1962 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1963 {
1982 "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);
1983 remove_door2(door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1966 }
1967
1985 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1970
1988 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1972 }
1991 } else if (door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1974 {
1992 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
1993 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...");
1994 return 1; 1977 return 1;
1995 } 1978 }
1979
1996 return 0; 1980 return 0;
1997} 1981}
1998 1982
1999/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2004 */ 1988 */
2005 1989bool
2006void move_player_attack(object *op, int dir) 1990move_player_attack (object *op, int dir)
2007{ 1991{
2008 object *tmp, *mon;
2009 sint16 nx, ny;
2010 int on_battleground; 1992 int on_battleground;
2011 mapstruct *m;
2012 1993
2013 nx=freearr_x[dir]+op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2015 1996
2016 on_battleground = op_on_battleground(op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
2017 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
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2022 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2023 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2024 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 2015 * move_ob uses.
2026 */ 2016 */
2027 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2017 maptile *m = op->map->xy_find (nx, ny);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 2018
2039 mon = NULL;
2040 /* 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
2041 * 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.
2042 * 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
2043 * on the space 2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2032 }
2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2044 */ 2042 {
2045 while (tmp!=NULL) { 2043 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 2044 return true;
2047 tmp=tmp->above; 2045 }
2048 continue; 2046
2047 /* The following deals with possibly attacking peaceful
2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->hide)
2077 make_visible (op);
2078
2079 return true;
2080 }
2081 else
2082 return false;
2083 }
2084
2085 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't
2088 * attack them either.
2089 */
2090 if ((mon->type == PLAYER || mon->enemy != op)
2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2092 && ((op->contr->peaceful
2093 || (mon->type == PLAYER && mon->contr->peaceful))
2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2097 {
2098 --op->speed_left;
2099
2100 if (!op->contr->braced)
2101 {
2102 op->play_sound (sound_find ("push_player"));
2103 push_ob (mon, dir, op);
2049 } 2104 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2105 else
2051 mon = tmp; 2106 op->statusmsg ("You withhold your attack");
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 2107
2062 if(mon->head != NULL) 2108 if (op->contr->tmp_invis || op->hide)
2063 mon = mon->head; 2109 make_visible (op);
2064 2110
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2111 return true;
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 { 2112 }
2093 /* If we're braced, we don't want to switch places with it */ 2113 }
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else {
2120 new_draw_info(0, 0,op,"You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2127 */ 2116 */
2128 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
2129 recursive_roll(mon,dir,op); 2123 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2124 if (action_makes_visible (op))
2131 } 2125 make_visible (op);
2132 2126
2127 return true;
2128 }
2129 }
2133 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2134 * 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
2135 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2138 */ 2135 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2138 {
2143 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2140 {
2171 } /* if player should attack something */ 2141 --op->contr->weapon_sp_left;
2172}
2173 2142
2143 skill_attack (mon, op, 0, 0, 0);
2144
2145 if (action_makes_visible (op))
2146 make_visible (op);
2147
2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2174int move_player(object *op,int dir) { 2156move_player (object *op, int dir)
2157{
2175 int pick; 2158 int pick;
2176 2159
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 return 0; 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;
2218} 2206}
2219 2207
2220/* 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
2221 * new client/server stuff. 2209 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2211 * the new speed values for commands.
2224 * 2212 *
2225 * 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.
2226 */ 2216 */
2217bool
2227int handle_newcs_player(object *op) 2218handle_newcs_player (object *op)
2228{ 2219{
2229 if (op->contr->hidden) {
2230 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 }
2243 }
2244
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2221 {
2222 if (op->speed_left > 0.f)
2223 {
2224 --op->speed_left;
2246 flee_player(op); 2225 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2226
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2227 return true;
2251 } 2228 }
2229 else
2230 return false;
2252 } 2231 }
2253 2232
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2235 * called, so we recheck it here.
2269 */ 2236 */
2270 HandleClient(&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2238 return true;
2272 2239
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2241 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2242
2283 else return 0; 2243 return false;
2284 } 2244}
2245
2246int
2247save_life (object *op)
2248{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2250 return 0;
2286}
2287 2251
2288int save_life(object *op) { 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 object *tmp; 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2254 {
2255 op->play_sound (sound_find ("ob_evaporate"));
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2257
2258 tmp->destroy (true);
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2261 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp;
2263
2264 if (op->stats.food < 0)
2265 op->stats.food = 999;
2266
2267 op->update_stats ();
2292 return 0; 2268 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2269 }
2270
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2274 return 0;
2316} 2275}
2317 2276
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2280 * from.
2322 */ 2281 */
2282static void
2323void remove_unpaid_objects(object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2324{ 2284{
2325 object *next;
2326
2327 while (op) { 2285 while (op)
2286 {
2328 next=op->below; /* Make sure we have a good value, in case 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329 * we remove object 'op' 2288
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2290 op->insert_at (env);
2333 op->x = env->x; 2291 else if (op->inv)
2334 op->y = env->y; 2292 drop_unpaid_items (op->inv, env);
2335 if (env->type == PLAYER) 2293
2336 esrv_del_item(env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0);
2338 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2340 op=next; 2294 op = next;
2341 } 2295 }
2342} 2296}
2343 2297
2298void
2299object::drop_unpaid_items ()
2300{
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303}
2344 2304
2345/* 2305/*
2346 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2351 */ 2311 */
2312const char *
2352char *gravestone_text (object *op) 2313gravestone_text (object *op)
2353{ 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 {
2354 static char buf2[MAX_BUF]; 2333 static char buf2[128];
2355 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2334 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER) {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2378 strcat (buf2, buf); 2337 }
2338
2379 return buf2; 2339 return buf;
2380} 2340}
2381 2341
2382 2342void
2383
2384void do_some_living(object *op) { 2343do_some_living (object *op)
2344{
2385 int last_food=op->stats.food; 2345 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2346 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2347 int over_hp, over_sp, over_grace;
2388 int i; 2348 int i;
2389 int rate_hp = 1200; 2349 int rate_hp = 1200;
2390 int rate_sp = 2500; 2350 int rate_sp = 2500;
2391 int rate_grace = 2000; 2351 int rate_grace = 2000;
2392 const int max_hp = 1; 2352 const int max_hp = 1;
2393 const int max_sp = 1; 2353 const int max_sp = 1;
2394 const int max_grace = 1; 2354 const int max_grace = 1;
2395 2355
2396 if (op->contr->outputs_sync) 2356 if (op->contr->hidden)
2397 { 2357 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2358 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2359 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2360 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2402 } 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 }
2403 2374
2404 if(op->contr->state==ST_PLAYING) { 2375 if (op->contr->ns->state == ST_PLAYING)
2405 2376 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2379 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2381 else
2382 {
2411 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2385 }
2386
2414 if(op->contr->gen_sp >= 0 ) 2387 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2389 else
2390 {
2417 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2393 }
2394
2420 if(op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2397 else
2398 {
2423 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2401 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2402
2461 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2463 if(--op->last_grace<0) { 2405 if (--op->last_grace < 0)
2406 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2466 if(max_grace>1) { 2410 if (max_grace > 1)
2411 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2413 if (over_grace > 0)
2414 {
2469 op->stats.sp += over_grace 2415 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2417 op->last_grace = 0;
2418 }
2472 } else { 2419 else
2420 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2474 } 2423 }
2475 } else { 2424 else
2425 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2427 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2429 }
2494 } 2430
2495 if(max_hp>1) { 2431 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2432 {
2504 } else { 2433 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2434 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2435 {
2507 } 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2437
2509 /* Digestion */ 2438 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2439 {
2511#ifdef COZY_SERVER 2440 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2441
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2442 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 break; 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 }
2539 } 2452 }
2453
2454 if (max_sp > 1)
2455 {
2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2474 }
2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2483 {
2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 }
2510 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2512 }
2513 }
2514
2515 /* Digestion */
2516 if (--op->last_eat < 0)
2517 {
2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2520
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--;
2526 }
2527
2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2529 {
2530 object *flesh = 0;
2531
2532 for_inv_removable (op, tmp)
2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 {
2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0);
2542
2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break;
2545 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2546 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2547 flesh = tmp;
2542 } /* end of for loop */ 2548 }
2549
2543 /* 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
2544 * eat flesh instead. 2551 * eat flesh instead.
2545 */ 2552 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 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.>");
2548 manual_apply(op,flesh,0); 2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2549 } 2567 {
2550 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2551 2570
2552 while(op->stats.food<0&&op->stats.hp>0) 2571 if (op->stats.hp < 0)
2553 op->stats.food++,op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy (true);
2575 }
2576 }
2554 2577
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2580 kill_player (op);
2581 }
2557} 2582}
2558
2559
2560 2583
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2587 * file.
2565 */ 2588 */
2589void
2566void kill_player(object *op) 2590kill_player (object *op)
2567{ 2591{
2592 int x, y;
2568 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2569 int x, y;
2570 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2572 /* int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat; */
2577 int will_kill_again; 2595 int will_kill_again;
2578 archetype *at; 2596 archetype *at;
2579 object *tmp; 2597 object *tmp;
2580 2598
2581 if(save_life(op)) 2599 if (save_life (op))
2582 return; 2600 return;
2583 2601
2584
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2605 */
2589 if (op_on_battleground(op, &x, &y)) { 2606 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2607 {
2591 "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2610
2594
2595 /* restore player */ 2611 /* restore player */
2596 at = find_archetype("poisoning"); 2612 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2614 {
2599 remove_ob(tmp); 2615 tmp->destroy (true);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2621 {
2603 2622 tmp->destroy (true);
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2624 }
2611 2625
2612 cure_disease(op,0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2628 if (op->stats.food <= 0)
2615 2629 op->stats.food = 999;
2630
2616 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 {
2620 sprintf(buf,"%s's finger", &op->name);
2621 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level),
2625 op->contr->killer);
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 } 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);
2632 2645 }
2646
2633 /* teleport defeated player to new destination*/ 2647 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2649 op->contr->braced = 0;
2636 return; 2650 return;
2637 } 2651 }
2638 2652
2639 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2640 2654
2641 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2642 2656
2643 if(op->stats.food<0) { 2657 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2658
2664 /* save the map location for corpse, gravestone*/ 2659 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2666 2663
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2667 */
2673 2668
2674 /* Basically two ways to go - remove a stat permanently, or just 2669 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2670 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2671 * of death.
2677 */ 2672 */
2678#ifndef COZY_SERVER 2673#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2674 if (settings.balanced_stat_loss)
2675 {
2680 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2678 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2681 little bit harder. */
2686 /* GD */ 2682 /* GD */
2687 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2684 num_stats_lose = 1;
2693 } 2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2687 }
2688 else
2689 num_stats_lose = 1;
2690
2694 lost_a_stat = 0; 2691 lost_a_stat = 0;
2695 2692
2696 for (z=0; z<num_stats_lose; z++) { 2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2697 i = RANDOM() % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2698 2696
2699 if (settings.stat_loss_on_death) { 2697 if (settings.stat_loss_on_death)
2698 {
2700 /* 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
2701 * what he lost. 2700 * what he lost.
2702 */ 2701 */
2703 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2707 lost_a_stat = 1;
2709 } else { 2708 }
2709 else
2710 {
2710 /* deplete a stat */ 2711 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2712 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2713 2717 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2718 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2719 insert_ob_in_ob (dep, op);
2718 } 2720 }
2719 lose_this_stat = 1; 2721 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2722 if (settings.balanced_stat_loss)
2723 {
2721 /* GD */ 2724 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2725 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2726 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2727 if (this_stat < 0)
2728 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2730 int keep_chance = this_stat * this_stat;
2731
2727 /* Yes, I am paranoid. Sue me. */ 2732 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2733 if (keep_chance < 1)
2729 keep_chance = 1; 2734 keep_chance = 1;
2730 2735
2731 /* There is a maximum depletion total per level. */ 2736 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2733 lose_this_stat = 0; 2739 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2741 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2742 }
2745 } 2743 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2744 {
2755 if (this_stat>=-50) { 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2750 }
2762 } 2751 }
2763 } 2752 }
2764 } 2753
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2754 if (lose_this_stat)
2767 { 2755 {
2768 /* determine_god() seems to not work sometimes... why is this? 2756 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2757 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2758 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2759 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2760 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2761 * difference.
2774 " you.", god); 2762 */
2763 if (this_stat >= -50)
2775 else 2764 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2765 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats ();
2769 lost_a_stat = 1;
2770 }
2778 } 2771 }
2772 }
2773 }
2774
2775 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat)
2777 {
2778 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */
2780 const char *god = determine_god (op);
2781
2782 if (god && (strcmp (god, "none")))
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786 }
2787#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2779#endif 2789#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2790
2783 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2792 * exp loss on the stone.
2785 */ 2793 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2795 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2798 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2801
2798 /**************************************/ 2802 /**************************************/
2799 /* */ 2803 /* */
2800 /* Subtract the experience points, */ 2804 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2805 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2806 /* food, and reset HP's... */
2803 /* */ 2807 /* */
2804 /**************************************/ 2808 /**************************************/
2805 2809
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2810 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2811 /* restore player */
2808 at = find_archetype("poisoning"); 2812 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2813 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2814
2811 remove_ob(tmp); 2815 if (tmp)
2812 free_object(tmp); 2816 {
2817 tmp->destroy (true);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2819 }
2815 2820
2816 at = find_archetype("confusion"); 2821 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2823 if (tmp)
2819 remove_ob(tmp); 2824 {
2820 free_object(tmp); 2825 tmp->destroy (true);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2827 }
2828
2823 cure_disease(op,0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2824 2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy (true);
2839
2840 item = next;
2841 }
2842
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2844 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2828 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2852
2832 /* 2853 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2854 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2855 * and put them back in the map.
2835 * in the map. 2856 */
2836 */ 2857 op->drop_unpaid_items ();
2837 2858
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2859 /****************************************/
2842 /* */ 2860 /* */
2843 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2845 /* */ 2863 /* */
2846 /****************************************/ 2864 /****************************************/
2847 2865
2848 enter_player_savebed(op); 2866 enter_player_savebed (op);
2849 2867
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2868 op->contr->braced = 0;
2854 save_player(op,1);
2855 2869
2856 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2873 * on the space that might harm the player.
2860 */ 2874 */
2861 will_kill_again=0; 2875 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
2865 } 2879
2866 if (will_kill_again) { 2880 if (will_kill_again)
2881 {
2867 object *force; 2882 object *force;
2868 int at; 2883 int at;
2869 2884
2870 force=get_archetype(FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2887 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2888 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2890 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2892 force->resist[at] = 100;
2893
2894 insert_ob_in_ob (force, op);
2895 op->update_stats ();
2896 }
2897
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2899}
2900
2901void
2902loot_object (object *op)
2903{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next;
2905
2906 op->close_container (); /* close open sack first */
2907
2908 for (tmp = op->inv; tmp; tmp = next)
2909 {
2910 next = tmp->below;
2911
2912 if (tmp->invisible)
2913 continue;
2914
2915 tmp->remove ();
2916 tmp->x = op->x, tmp->y = op->y;
2917
2918 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */
2920
2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 {
2923 if (tmp->nrof > 1)
2924 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2927 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2928 else
2937 delete_character(op->name,1); 2929 tmp->destroy (true);
2938 } 2930 }
2939 } 2931 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2933 }
2981} 2934}
2982 2935
2983/* 2936/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2939 * was changed.
2987 */ 2940 */
2988 2941void
2989void fix_weight(void) { 2942fix_weight (void)
2990 player *pl; 2943{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2945 {
2993 if(old == sum) 2946 sint32 old = pl->ob->carrying;
2994 continue; 2947
2995 fix_player(pl->ob); 2948 pl->ob->update_weight ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949
2997 &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 }
2998 } 2955 }
2999} 2956}
3000 2957
2958void
3001void fix_luck(void) { 2959fix_luck (void)
3002 player *pl; 2960{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2961 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2963 pl->ob->change_luck (0);
3006} 2964}
3007
3008 2965
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3012 */ 2969 */
3013
3014void 2970void
3015cast_dust (object * op, object * throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3016{ 2972{
3017 object *skop, *spob; 2973 object *skop, *spob;
3018 2974
3019 skop = find_skill_by_name (op, throw_ob->skill); 2975 skop = find_skill_by_name (op, throw_ob->skill);
3020 2976
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2977 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2979 {
3024 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);
3025 &op->name);
3026 return; 2981 return;
3027 } 2982 }
3028 2983
3029 spob = throw_ob->inv; 2984 spob = throw_ob->inv;
3030 2985
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 2988 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2989 if (!spob)
3035 { 2990 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 2992 return;
3039 } 2993 }
3040 2994
3041 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3042 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);
3043 2997
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2999
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3000 throw_ob->destroy (true);
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3001}
3050 3002
3003void
3051void make_visible (object *op) { 3004make_visible (object *op)
3005{
3052 op->hide = 0; 3006 op->hide = 0;
3053 op->invisible = 0; 3007 op->invisible = 0;
3008
3054 if(op->type==PLAYER) { 3009 if (op->type == PLAYER)
3010 {
3055 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3057 } 3013 }
3014
3058 update_object(op,UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3059} 3016}
3060 3017
3018int
3061int is_true_undead(object *op) { 3019is_true_undead (object *op)
3062 object *tmp=NULL; 3020{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3065 3023
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3024 return 0;
3071} 3025}
3072 3026
3073/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3029 * indicate greater hideability.
3076 */ 3030 */
3077 3031int
3078int hideability(object *ob) { 3032hideability (object *ob)
3033{
3079 int i,level=0, mflag; 3034 int i, level = 0, mflag;
3080 sint16 x,y; 3035 sint16 x, y;
3081 3036
3082 if(!ob||!ob->map) return 0; 3037 if (!ob || !ob->map)
3038 return 0;
3083 3039
3084 /* so, on normal lighted maps, its hard to hide */ 3040 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3041 level = ob->map->darkness - 2;
3086 3042
3087 /* this also picks up whether the object is glowing. 3043 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3091 3048
3092 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3059 level += 2;
3098 else /* open terrain! */ 3060 else /* open terrain! */
3099 level -= 1; 3061 level -= 1;
3100 } 3062 }
3101 3063
3102#if 0 3064#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3066#endif
3105 return level; 3067 return level;
3106} 3068}
3107 3069
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3074 */
3113 3075void
3114void do_hidden_move (object *op) { 3076do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3077{
3116 object *skop; 3078 int hide = 0;
3117 3079
3118 if(!op || !op->map) return; 3080 if (!op || !op->map)
3081 return;
3119 3082
3120 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);
3121 3085
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3087 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3088 if (!skop || num >= skop->level)
3089 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3091 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3092 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3093 }
3094 else
3095 num += 20;
3096
3097 num += op->map->difficulty;
3098 hide = hideability (op); /* modify by terrain hidden level */
3099 num -= hide;
3100
3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 {
3103 make_visible (op);
3104
3105 if (op->type == PLAYER)
3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3107 }
3138 else if (op->type == PLAYER && skop) { 3108 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3110}
3142 3111
3143/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3144 3113
3114int
3145int stand_near_hostile( object *who ) { 3115stand_near_hostile (object *who)
3116{
3146 object *tmp=NULL; 3117 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3119 maptile *m;
3149 sint16 x,y; 3120 sint16 x, y;
3150 3121
3151 if(!who) return 0; 3122 if (!who)
3123 return 0;
3152 3124
3153 if(who->type==PLAYER) player=1; 3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3130
3156 /* search adjacent squares */ 3131 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3132 for (i = 1; i < 9; i++)
3133 {
3158 x = who->x+freearr_x[i]; 3134 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3135 y = who->y + freearr_y[i];
3160 m = who->map; 3136 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3138 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3139 * blocked, don't need to check this space.
3164 */ 3140 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3144 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3145
3169 if((player||friendly) 3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149 return 1;
3150 else if (tmp->type == PLAYER)
3151 {
3152 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3154 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3155 }
3178 } 3156 }
3179 } 3157 }
3180 return 0; 3158 return 0;
3181} 3159}
3182 3160
3183/* check the player los field for viewability of the 3161/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3171 * -b.t.
3194 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3195 */ 3173 */
3196 3174int
3197int player_can_view (object *pl,object *op) { 3175player_can_view (object *pl, object *op)
3176{
3198 rv_vector rv; 3177 rv_vector rv;
3199 int dx,dy; 3178 int dx, dy;
3200 3179
3201 if(pl->type!=PLAYER) { 3180 if (pl->type != PLAYER)
3181 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3183 return -1;
3204 } 3184 }
3205 if (!pl || !op) return 0;
3206 3185
3207 if(op->head) { op = op->head; } 3186 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3217}
3232 3218
3233/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3221 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3222 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3223 * return 0.
3238 */ 3224 */
3225int
3239int action_makes_visible (object *op) { 3226action_makes_visible (object *op)
3240 3227{
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3231 return 0;
3244 3232
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3246 3235
3247 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3249 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");
3250 return 1; 3240 return 1;
3251 } 3241 }
3252 } 3242 }
3243
3253 return 0; 3244 return 0;
3254} 3245}
3255 3246
3256/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3250 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3251 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3252 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3254 */
3255int
3264int op_on_battleground (object *op, int *x, int *y) { 3256op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3257{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3269 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3273 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp; 3275 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3277 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3279 {
3284 if (x != NULL && y != NULL) 3280 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3286 return 1; 3283 return 1;
3284 }
3287 } 3285 }
3288 } 3286 }
3289 } 3287
3290 if (x != NULL && y != NULL) 3288 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3292 return 1; 3291 return 1;
3292 }
3293 } 3293 }
3294 }
3295 } 3294 }
3295
3296 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3297 return 0; 3297 return 0;
3298} 3298}
3299 3299
3300/* 3300/*
3304 * attributes: 3304 * attributes:
3305 * object *who the dragon player 3305 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3306 * int atnr the attack-number of the ability focus
3307 * int level ability level 3307 * int level ability level
3308 */ 3308 */
3309void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3310dragon_ability_gain (object *who, int atnr, int level)
3311{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3312 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3313 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3314 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3315 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3317 int i = 0, j = 0;
3316 3318
3317 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3328
3327 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3330 return;
3331
3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3333
3334 if (!tr || !tr->item)
3335 {
3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3337 return;
3338 }
3339
3340 /* everything seems okay - now bring on the gift: */
3341 item = tr->item;
3342
3343 if (item->type == SPELL)
3344 {
3345 if (check_spell_known (who, item->name))
3328 return; 3346 return;
3329 3347
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3348 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3349 do_learn_spell (who, item, 0);
3332 3350 return;
3333 if (tr == NULL || tr->item == NULL) { 3351 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352
3353 /* grant direct spell */
3354 if (item->type == SPELLBOOK)
3355 {
3356 if (!item->inv)
3357 {
3358 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3359 return;
3360 }
3361 if (check_spell_known (who, item->inv->name))
3335 return; 3362 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3363 if (item->invisible)
3364 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3366 do_learn_spell (who, item->inv, 0);
3361 return; 3367 return;
3362 } 3368 }
3363 } 3369 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3365 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 {
3366 3374
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3375 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3376 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3377 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3378 * but not all of them, he gets nothing.
3371 */ 3379 */
3372 if (!(skop->attacktype & item->attacktype)) { 3380 if (!(skop->attacktype & item->attacktype))
3381 {
3373 /* Give new attacktype */ 3382 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3383 skop->attacktype |= item->attacktype;
3375 3384
3376 /* always add physical if there's none */ 3385 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3386 skop->attacktype |= AT_PHYSICAL;
3378 3387
3379 if (item->msg != NULL) 3388 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3390
3382 /* Give player new face */ 3391 /* Give player new face */
3383 if (item->animation_id) { 3392 if (item->animation_id)
3393 {
3384 who->face = skop->face; 3394 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3395 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3396 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3397 who->last_anim = 0;
3388 who->state = 0; 3398 who->state = 0;
3389 animate_object(who, who->direction); 3399 animate_object (who, who->direction);
3390 } 3400 }
3391 } 3401 }
3392 } 3402 }
3393 } 3403 }
3394 else if (item->type == FORCE) { 3404 else if (item->type == FORCE)
3405 {
3395 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3407 object *skin;
3408
3397 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3398 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)
3399 skin=skin->below); 3411 ;
3400 if (skin == NULL) return; 3412
3401 3413 if (!skin)
3414 return;
3415
3402 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3420
3406 /* print message */ 3421 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3422 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3424 {
3409 if(item->path_attuned & (1<<i)) { 3425 if (item->path_attuned & (1 << i))
3426 {
3410 if (j) 3427 if (j)
3411 strcat(buf," and "); 3428 strcat (buf, " and ");
3412 else 3429 else
3413 j = 1; 3430 j = 1;
3414 strcat(buf, spellpathnames[i]); 3431 strcat (buf, spellpathnames[i]);
3415 } 3432 }
3416 } 3433 }
3417 strcat(buf,"."); 3434 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3436 }
3420 3437
3421 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3445
3429 /* print message if there is one */ 3446 /* print message if there is one */
3430 if (item->msg != NULL) 3447 if (item->msg != NULL)
3431 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
3432 } 3451 {
3433 else {
3434 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3456 }
3441} 3457}
3442 3458
3443/** 3459/**
3444 * 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
3445 * not readied. 3461 * not readied.
3446 */ 3462 */
3463void
3447void player_unready_range_ob(player *pl, object *ob) { 3464player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3449 3468
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3469 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3470 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3471
3453 if (pl->shoottype == i) { 3472 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3473 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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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