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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 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 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_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. 334{
194 */ 335 observe = op ? op : ob;
336 do_los = 1;
337}
195 338
196/* Redo this to do both get_player_ob and get_player. 339player::player ()
197 * Hopefully this will be less bugfree and simpler. 340{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 342 * we deal with that below this point.
238 */ 343 */
239 p->party=NULL; 344 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 347
245#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 349
247#endif 350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
248 369 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
250 372 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 373
260 roll_stats(op); 374 ob = observe = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 375}
302 376
303 377player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 378{
307 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
308 op->x = -1; 380 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 381}
312 382
313/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
315 * mode. 385 * mode.
316 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
317 391
318int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 393
321 p=get_player(NULL); 394 pl->ob->roll_stats ();
322 p->socket = *ns; 395 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 397
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 398 set_first_map (pl->ob);
333 399
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 400 return pl;
341} 401}
342 402
343/* 403/*
344 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
347 */ 407 */
408archetype *
348archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
349{ 410{
350 archetype *start = at; 411 // archetypes could have been reloaded
351 for (;;) { 412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 413
353 at=first_archetype; 414 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 415 return at;
358 if (at == start) { 416
359 LOG (llevError, "No Player archetypes\n"); 417 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 418
361 } 419 for (;;)
362 } 420 {
363} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
364 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
365 430
431object *
366object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
367 object *op = NULL; 434 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 435 objectlink *ol;
370 unsigned lastdist; 436 unsigned lastdist;
371 rv_vector rv; 437 rv_vector rv;
372 438
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 440 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 442 continue;
400 443
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
410 op=pl->ob; 445 {
446 op = ol->ob;
411 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
412 } 449 }
413 } 450
414 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
415#if 0 459#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 461#endif
418 return op; 462 return op;
419} 463}
420 464
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 483 * is probably not a good thing.
440 */ 484 */
441#define MAX_SPACES 50 485#define MAX_SPACES 50
442
443 486
444/* 487/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 506 * is blocking itself.
464 */ 507 */
508int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
466 rv_vector rv; 511 rv_vector rv;
467 sint16 x,y; 512 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
470 515
471 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
472 517
473 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 519 return 0;
726}
727 520
728void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 527
730 op->contr->write_buf[0]='\0'; 528 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 529 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 530 return 0;
733}
734 531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist *items)
646{
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 pl->contr->link_skills ();
734}
735
736void
735void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
736 if (party == NULL) { 739 if (party == NULL)
740 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 742 return;
739 } 743 }
744
740 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 749}
745
746 750
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int
748int roll_stat(void) { 753roll_stat (void)
754{
749 int a[4],i,j,k; 755 int a[4], i, j, k;
750 756
751 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
753 759
754 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 761 if (a[i] < k)
756 k=a[i],j=i; 762 k = a[i], j = i;
757 763
758 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 765 if (i != j)
760 k+=a[i]; 766 k += a[i];
761 } 767
762 return k; 768 return k;
763} 769}
764 770
765void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
766 int sum=0; 778 int sum = 0;
767 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
769 781
770 do { 782 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 783 break;
772 op->stats.Dex=roll_stat(); 784 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 785
783 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 788
792 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 791
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 792 stats.exp = 0;
823 op->stats.ac=0; 793 stats.ac = 0;
824 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
825 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
828 804
829 fix_player(op); 805 contr->orig_stats = stats;
806 }
807}
808
809void
810object::swap_stats (int a, int b)
811{
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
830 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
833 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
834} 837}
835 838
836void Roll_Again(object *op) 839static void
840start_info (object *op)
837{ 841{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
846 843
847 if ( op->contr->Swap_First == -1 ) { 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 846}
955 847
956/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
960 * not the class. 852 * not the class.
961 */ 853 */
962 854void
963int key_change_class(object *op, char key) 855player::chargen_race_done ()
964{ 856{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 859
979 /* Lauwenmark : Here we handle the BORN global event */ 860 treasurelist *tl = treasurelist::find ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
981 863
982 /* Lauwenmark : We then generate a LOGIN event */ 864 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 865 INVOKE_PLAYER (LOGIN, ob->contr);
866
984 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
985 868
986 if (op->msg) { 869 if (ob->msg)
987 free_string(op->msg); 870 ob->msg = 0;
988 op->msg=NULL;
989 }
990 871
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 872 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op); 875 esrv_send_inventory (ob, ob);
1005 fix_player(op); 876 ob->update_stats ();
1006 877
1007 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1008 * is one for this race 879 * is one for this race
1009 */ 880 */
1010 if(*first_map_ext_path) { 881 if (*first_map_ext_path)
1011 object *tmp; 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 883 else
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 885}
1027 return 0;
1028 }
1029 886
887void
888player::chargen_race_next ()
889{
1030 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1032 */ 892 */
1033 893
1034 tmp_loop = 0; 894 do
1035 while(!tmp_loop) { 895 {
1036 const char *name = add_string (op->name); 896 shstr name = ob->name;
1037 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 898
1039 remove_ob (op); 899 ob->remove_statbonus ();
900 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
903 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 905 ob->name = ob->name_pl = name;
1044 op->name = name; 906 ob->x = x;
1045 free_string(op->name_pl); 907 ob->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 910 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 911 ob->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 912 }
913 while (!allowed_class (ob));
914
1058 update_object(op,UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 916 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 917 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 920 ob->stats.grace = 0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068} 921}
1069 922
1070int key_confirm_quit(object *op, char key) 923void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 924flee_player (object *op)
925{
1115 int dir,diff; 926 int dir, diff;
1116 rv_vector rv; 927 rv_vector rv;
1117 928
1118 if(op->stats.hp < 0) { 929 if (op->stats.hp < 0)
930 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 933 return;
1122 } 934 }
1123 935
1124 if(op->enemy==NULL) { 936 if (op->enemy == NULL)
937 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 940 return;
1128 } 941 }
1129 942
1130 /* Seen some crashes here. Since we don't store an 943 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 944 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 945 * actual enemy, and the object is recycled.
1133 */ 946 */
1134 if (op->enemy->map == NULL) { 947 if (op->enemy->map == NULL)
948 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 950 op->enemy = NULL;
1137 return; 951 return;
1138 } 952 }
1139 953
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 {
1141 op->enemy=NULL; 956 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 958 return;
1144 } 959 }
960
1145 get_rangevector(op, op->enemy, &rv, 0); 961 get_rangevector (op, op->enemy, &rv, 0);
1146 962
1147 dir=absdir(4+rv.direction); 963 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 964 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 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)))
969 return;
970 }
971
1155 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 974 op->enemy = NULL;
1158} 975}
1159
1160 976
1161/* 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.
1162 * 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
1163 * stop. 979 * stop.
1164 */ 980 */
981int
1165int check_pick(object *op) { 982check_pick (object *op)
983{
1166 object *tmp, *next; 984 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 985 int stop = 0;
1169 int j, k, wvratio; 986 int wvratio;
1170 char putstring[128], tmpstr[16]; 987 char putstring[128];
1171
1172 988
1173 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1175 return 1; 991 return 1;
1176 992
1177 op_tag = op->count;
1178
1179 next = op->below; 993 next = op->below;
1180 if (next) 994
1181 next_tag = next->count; 995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 997
1183 /* 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
1184 * destroyed */ 999 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1000 while (next && !next->destroyed ())
1186 { 1001 {
1187 tmp = next; 1002 tmp = next;
1188 next = tmp->below; 1003 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1004
1192 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 ())
1193 return 0; 1012 return 0;
1194 1013
1195 if ( ! can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1196 continue; 1015 continue;
1197 1016
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1018 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1202 continue; 1021 continue;
1203 } 1022 }
1204 1023
1205 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1025 if (!(op->contr->mode & PU_NEWMODE))
1026 {
1207 switch (op->contr->mode) { 1027 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1028 {
1209 case 1: pick_up (op, tmp); 1029 case 0:
1210 return 1; 1030 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1031 case 1:
1212 return 0; 1032 CHK_PICK_PICKUP;
1213 case 3: return 0; /* stop before pickup */ 1033 return 1;
1214 case 4: pick_up (op, tmp); 1034 case 2:
1215 break; 1035 CHK_PICK_PICKUP;
1216 case 5: pick_up (op, tmp); 1036 return 0;
1217 stop = 1; 1037 case 3:
1218 break; 1038 return 0; /* stop before pickup */
1219 case 6: 1039 case 4:
1040 CHK_PICK_PICKUP;
1041 break;
1042 case 5:
1043 CHK_PICK_PICKUP;
1044 stop = 1;
1045 break;
1046 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp); 1049 CHK_PICK_PICKUP;
1223 break; 1050 break;
1224 1051
1225 case 7: 1052 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1054 CHK_PICK_PICKUP;
1228 break; 1055 break;
1229 1056
1230 default: 1057 default:
1231 /* use value density */ 1058 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1061 CHK_PICK_PICKUP;
1235 >= op->contr->mode) 1062 }
1236 pick_up(op,tmp); 1063 }
1237 } 1064 else
1238 } 1065 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1067 if (op->contr->mode & PU_DEBUG)
1242 { 1068 {
1243 /* some debugging code to figure out item information */ 1069 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1070 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1073 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1076
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 }
1253 1079
1254 sprintf(putstring,"...flags: "); 1080 /* philosophy:
1255 for(k=0;k<4;k++) 1081 * It's easy to grab an item type from a pile, as long as it's
1256 { 1082 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1083 * and selections, select-items should be used. This is a
1258 { 1084 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1085 * example.
1260 { 1086 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1087 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1088 * convert to decimal and then 'pickup <#>
1263 } 1089 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 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 }
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 }
1294 }
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;
1268#if 0 1316#if 0
1269 /* print the flags too */ 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1318 if (tmp->name != NULL)
1271 { 1319 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1320 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1321 }
1274 { 1322 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1276 if(!((j+1)%4))fprintf(stderr," "); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1326#endif
1327 continue;
1328 }
1329 }
1330 } /* the new pickup model */
1281 } 1331 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1332
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1333 return !stop;
1445} 1334}
1446 1335
1447/* 1336/*
1448 * Find an arrow in the inventory and after that 1337 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1338 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1339 * found object is returned.
1451 */ 1340 */
1341object *
1452object *find_arrow(object *op, const char *type) 1342find_arrow (object *op, const char *type)
1453{ 1343{
1454 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);
1455 1347
1456 for(op=op->inv; op; op=op->below) 1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1350 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1351 {
1460 else if (op->type==ARROW && op->race==type) 1352 splay (tmp);
1353 return arrow;
1354 }
1355
1461 return op; 1356 return 0;
1462 return tmp;
1463} 1357}
1464 1358
1465/* 1359/*
1466 * 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
1467 * 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
1468 * 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
1469 * 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.
1470 */ 1364 */
1471 1365object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1367{
1474 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1476 1370
1477 if (!type) 1371 if (!type)
1478 return NULL; 1372 return NULL;
1479 1373
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1374 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1375 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1377 {
1378 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1379 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1380 if (i > betterby)
1486 tmp = ntmp; 1381 {
1487 betterby = i; 1382 tmp = ntmp;
1488 } 1383 betterby = i;
1384 }
1385 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1386 else if (arrow->type == ARROW && arrow->race == type)
1387 {
1490 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1390 {
1493 if (arrow->attacktype & AT_DEATH) { 1391 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1392 {
1495 return arrow; 1393 *better = 100;
1496 } else { 1394 return arrow;
1497 tmp = arrow; 1395 }
1396 else
1397 {
1398 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1399 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1400 }
1500 } else { 1401 }
1402 else
1403 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1405 {
1502 attacktype = 1<<attacknum; 1406 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1409 {
1410 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1412 }
1508 } 1413 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1415 {
1416 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1417 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1418 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1420 {
1421 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1423 }
1424 }
1425 }
1517 } 1426 }
1518 } 1427
1519 }
1520 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1429 return find_arrow (op, type);
1522 1430
1523 *better = betterby; 1431 *better = betterby;
1524 return tmp; 1432 return tmp;
1525} 1433}
1526 1434
1527/* 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
1528 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1437 * op = the shooter
1530 * type = bow->race 1438 * type = bow->race
1531 * dir = fire direction 1439 * dir = fire direction
1532 */ 1440 */
1533 1441object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1535{ 1443{
1536 object *tmp = NULL; 1444 object *tmp = NULL;
1537 mapstruct *m; 1445 maptile *m;
1538 int i, mflags, found, number; 1446 int i, mflags, found, number;
1539 sint16 x, y; 1447 sint16 x, y;
1540 1448
1541 if (op->map == NULL) 1449 if (op->map == NULL)
1542 return find_arrow(op, type); 1450 return find_arrow (op, type);
1543 1451
1544 /* do a dex check */ 1452 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1453 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 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)))
1547 return find_arrow(op, type); 1455 return find_arrow (op, type);
1548 1456
1549 m = op->map; 1457 m = op->map;
1550 x = op->x; 1458 x = op->x;
1551 y = op->y; 1459 y = op->y;
1552 1460
1553 /* find the first target */ 1461 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1462 for (i = 0, found = 0; i < 20; i++)
1463 {
1555 x += freearr_x[dir]; 1464 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1465 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1466 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 {
1559 tmp = NULL; 1469 tmp = NULL;
1560 break; 1470 break;
1471 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1475 * perhaps a bad assumption.
1564 */ 1476 */
1565 tmp = NULL; 1477 tmp = NULL;
1566 break; 1478 break;
1567 } 1479 }
1568 if (mflags & P_IS_ALIVE) { 1480 if (mflags & P_IS_ALIVE)
1481 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1483 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1484 {
1572 break; 1485 found++;
1573 } 1486 break;
1487 }
1574 if (found) 1488 if (found)
1575 break; 1489 break;
1576 } 1490 }
1577 } 1491 }
1578 if (tmp == NULL) 1492 if (tmp == NULL)
1579 return find_arrow(op, type); 1493 return find_arrow (op, type);
1580 1494
1581 if (tmp->head) 1495 if (tmp->head)
1582 tmp = tmp->head; 1496 tmp = tmp->head;
1583 1497
1584 return find_better_arrow(op, tmp, type, &i); 1498 return find_better_arrow (op, tmp, type, &i);
1585} 1499}
1586 1500
1587/* 1501/*
1588 * Creature fires a bow - op can be monster or player. Returns 1502 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1503 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1506 * dir is the direction of fire.
1593 * 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)
1594 * 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
1595 * player fire modes. 1509 * player fire modes.
1596 */ 1510 */
1511int
1597int 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)
1598 sint16 sx, sint16 sy)
1599{ 1513{
1600 object *left, *bow; 1514 object *left, *bow;
1601 tag_t left_tag, tag; 1515 int mflags;
1602 int bowspeed, mflags; 1516 maptile *m;
1603 mapstruct *m;
1604 1517
1605 if (!dir) { 1518 if (!dir)
1519 {
1606 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!");
1607 return 0; 1521 return 0;
1522 }
1523
1524 if (op->contr)
1525 bow = op->current_weapon;
1526 else
1608 } 1527 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1615 */ 1531 */
1616 if(bow->type==BOW) 1532 if (bow->type == BOW)
1617 break; 1533 break;
1618 1534
1619 if (!bow) { 1535 if (!bow)
1536 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1538 return 0;
1622 } 1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1623 } 1548 }
1549
1624 if( !bow->race || !bow->skill) { 1550 if (!bow->race || !bow->skill)
1551 {
1625 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);
1626 return 0; 1553 return 0;
1627 } 1554 }
1628 1555
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1556 if (arrow == NULL)
1557 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1559 {
1639 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* 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 */
1643 else 1563 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1645 return 0; 1566 return 0;
1646 } 1567 }
1647 } 1568 }
1569
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1571 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1572 return 0;
1651 } 1573
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1575 {
1653 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.");
1654 return 0; 1577 return 0;
1655 } 1578 }
1656 1579
1657 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1581 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy ();
1585 return 0;
1586 }
1663 1587
1664 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1589 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1590 if (!arrow)
1667 if (arrow == NULL) { 1591 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1593 return 0;
1670 return 0;
1671 } 1594 }
1672 set_owner(arrow, op); 1595
1673 if (arrow->skill) free_string(arrow->skill); 1596 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1597 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1598 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1599
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 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 */
1687 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1689 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1691 1606
1692 /* Note that this was different for monsters - they got their level 1607#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1694 */
1695 1609 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 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
1700 /* update the speed */ 1624 /* update the speed */
1701 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
1702 0 : dam_bonus[op->stats.Str]) + 1626 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1627
1706 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1710 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1711 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1722 arrow->level = op->level; 1645 arrow->level = op->level;
1723 } 1646 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1725 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1652 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1653
1729 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1660
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1663
1737 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1665 move_arrow (arrow);
1739 1666
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1; 1667 return 1;
1747} 1668}
1748 1669
1749/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1671 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1672 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1673 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1674 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1675 * hence the function name.
1755 */ 1676 */
1677int
1756int player_fire_bow(object *op, int dir) 1678player_fire_bow (object *op, int dir)
1757{ 1679{
1758 int ret=0, wcmod=0; 1680 int ret = 0, wcmod = 0;
1759 1681
1760 if (op->contr->bowtype == bow_bestarrow) { 1682 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1683 {
1762 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);
1763 dir, 0, op->x, op->y); 1685 }
1764 } 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 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1689 wcmod = -1;
1690
1767 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);
1768 op->x, op->y); 1692 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1770 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);
1771 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)]);
1772 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 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1774 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);
1775 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);
1776 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);
1777 1704 }
1778 } else { 1705 else
1706 {
1779 /* Simple case */ 1707 /* Simple case */
1780 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);
1781 } 1709 }
1710
1782 return ret; 1711 return ret;
1783} 1712}
1784
1785 1713
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1788 */ 1716 */
1717void
1789void fire_misc_object(object *op, int dir) 1718fire_misc_object (object *op, int dir)
1790{ 1719{
1791 object *item; 1720 object *item = op->contr->ranged_ob;
1792 1721
1793 if (!op->contr->ranges[range_misc]) { 1722 if (!item)
1723 {
1794 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.");
1795 return; 1725 return;
1796 } 1726 }
1797 1727
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1728 if (!item->inv)
1729 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1731 return;
1802 } 1732 }
1803 if (item->type == WAND) { 1733
1804 if(item->stats.food<=0) { 1734 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1735 return;
1808 } 1736
1737 if (item->type == WAND)
1738 {
1739 if (item->stats.food <= 0)
1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1744 return;
1745 }
1746 }
1809 } else if (item->type == ROD || item->type==HORN) { 1747 else if (item->type == ROD || item->type == HORN)
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1748 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1812 if (item->type== ROD) 1757 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1759 else
1815 else 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op, 1761
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1762 return;
1819 } 1763 }
1820 } 1764 }
1821 1765
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1823 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 */
1824 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1825 if (!(--item->stats.food)) { 1771 if (!(--item->stats.food))
1826 object *tmp; 1772 {
1827 if (item->arch) { 1773 object *tmp;
1774
1775 if (item->arch)
1776 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1830 item->speed = 0; 1779 item->set_speed (0);
1831 update_ob_speed(item); 1780 }
1832 } 1781
1833 if ((tmp=is_player_inv(item))) 1782 if (object *pl = item->visible_to ())
1834 esrv_update_item(UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1835 } 1784 }
1836 } 1785 }
1837 else if (item->type == ROD || item->type==HORN) { 1786 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1787 drain_rod_charge (item);
1839 }
1840 } 1788 }
1841} 1789}
1842 1790
1843/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1844 */ 1792 */
1793bool
1845void fire(object *op,int dir) { 1794fire (object *op, int dir)
1795{
1846 int spellcost=0; 1796 int spellcost = 0;
1847 1797
1798 player *pl = op->contr;
1799
1800 if (pl->golem)
1801 {
1802 control_golem (op->contr->golem, dir);
1803 return false;
1804 }
1805
1806 object *ob = pl->ranged_ob;
1807
1808 if (!ob)
1809 return false;
1810
1811 if (op->speed_left > 0.f)
1812 --op->speed_left;
1813 else
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1848 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1850 1822
1851 switch(op->contr->shoottype) { 1823 switch (ob->type)
1852 case range_none: 1824 {
1853 return; 1825 case BOW:
1854
1855 case range_bow:
1856 player_fire_bow(op, dir); 1826 player_fire_bow (op, dir);
1857 return; 1827 break;
1858 1828
1859 case range_magic: /* Casting spells */ 1829 case SPELL:
1860 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);
1861 return; 1831 break;
1862 1832
1863 case range_misc: 1833 case BUILDER:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir ); 1834 apply_map_builder (op, dir);
1888 return; 1835 break;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893}
1894 1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1895 1840
1841 default:
1842 fire_misc_object (op, dir);
1843 break;
1844 }
1845
1846 return true;
1847}
1896 1848
1897/* find_key 1849/* find_key
1898 * 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
1899 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1854 * pl is the player,
1903 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1906 */ 1858 */
1907 1859object *
1908object * find_key(object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1909{ 1861{
1910 object *tmp,*key; 1862 object *tmp, *key;
1911 1863
1912 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1865 if (!container->inv)
1866 return 0;
1914 1867
1915 /* 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 */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1918 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1920 */ 1875 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1877 break;
1923 } 1878 }
1879
1924 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1925 /* 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.
1926 * 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
1927 * a key, return 1883 * a key, return
1928 */ 1884 */
1929 if (!tmp) { 1885 if (!tmp)
1886 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1931 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1890 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1891 {
1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1894 }
1895 }
1896
1897 if (!tmp)
1898 return NULL;
1934 } 1899 }
1935 } 1900
1936 if (!tmp) return NULL;
1937 }
1938 /* 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,
1939 * see if we actually want to use it 1902 * see if we actually want to use it
1940 */ 1903 */
1941 if (pl!=container) { 1904 if (pl != container)
1905 {
1942 /* Only let players use keys in containers */ 1906 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1907 if (!pl->contr)
1908 return NULL;
1944 /* cases where this fails: 1909 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1910 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1911 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1912 * If the container is not active, return now since only active
1948 * containers can be used. 1913 * containers can be used.
1949 * If we only search keyrings and the container does not have 1914 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1915 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1916 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1917 * inv must have been an container and must have been active.
1953 * 1918 *
1954 * Change the color so that the message doesn't disappear with 1919 * Change the color so that the message doesn't disappear with
1955 * all the others. 1920 * all the others.
1956 */ 1921 */
1957 if (pl->contr->usekeys == key_inventory || 1922 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1925 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "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));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1928 return NULL;
1966 } 1929 }
1967 } 1930 }
1931
1968 return tmp; 1932 return tmp;
1969} 1933}
1970 1934
1971/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1937 * such that the caller should not do anything more,
1974 * 0 otherwise 1938 * 0 otherwise
1975 */ 1939 */
1940static int
1976static int player_attack_door(object *op, object *door) 1941player_attack_door (object *op, object *door)
1977{ 1942{
1978
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1982 */ 1946 */
1983 object *key=find_key(op, op, door); 1947 object *key = find_key (op, op, door);
1984 1948
1985 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1986 if (key) { 1950 if (key)
1951 {
1987 object *container=key->env; 1952 object *container = key->env;
1988 1953
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1954 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1955 make_visible (op);
1956
1991 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
1992 if (door->type == DOOR) { 1960 if (door->type == DOOR)
1993 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 */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1962 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1963 {
1997 "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);
1998 remove_door2(door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1966 }
1967
2000 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1970
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1972 }
2006 } else if (door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1974 {
2007 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1977 return 1;
2010 } 1978 }
1979
2011 return 0; 1980 return 0;
2012} 1981}
2013 1982
2014/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2019 */ 1988 */
2020 1989bool
2021void move_player_attack(object *op, int dir) 1990move_player_attack (object *op, int dir)
2022{ 1991{
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground; 1992 int on_battleground;
2026 mapstruct *m;
2027 1993
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2032 1996
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
2034 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
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2039 * 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
2040 * 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
2041 * 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
2042 * move_ob uses. 2015 * move_ob uses.
2043 */ 2016 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2017 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 2018
2056 mon = NULL;
2057 /* 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
2058 * 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.
2059 * 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
2060 * on the space 2022 * on the space
2061 */ 2023 */
2062 while (tmp!=NULL) { 2024 object *mon;
2063 if (tmp == op) { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 2026 {
2065 continue; 2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2066 } 2032 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2033
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2035 return false; /* into a wall */
2078 2036
2079 if(mon->head != NULL)
2080 mon = mon->head; 2037 mon = mon->head_ ();
2081 2038
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2045 }
2084 2046
2085 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2052 * and thus will not push them.
2091 */ 2053 */
2092 2054
2093 /* If the creature is a pet, push it even if the player is not 2055 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2096 */ 2058 */
2097 if ((op->type==PLAYER) 2059 if (op->type == PLAYER
2098#if COZY_SERVER 2060 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 2062 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2064 {
2110 /* If we're braced, we don't want to switch places with it */ 2065 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2066 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2067 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 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->flag [FLAG_HIDDEN])
2077 make_visible (op);
2078
2079 return true;
2080 }
2081 else
2082 return false;
2083 }
2084
2118 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2088 * attack them either.
2122 */ 2089 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 2092 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2097 {
2098 --op->speed_left;
2099
2100 if (!op->contr->braced)
2132 )) { 2101 {
2133 if (!op->contr->braced) { 2102 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2103 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 2104 }
2136 } else { 2105 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2107
2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op);
2110
2111 return true;
2112 }
2138 } 2113 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2143 * 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.
2144 */ 2116 */
2145 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
2146 recursive_roll(mon,dir,op); 2123 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2124 if (action_makes_visible (op))
2148 } 2125 make_visible (op);
2149 2126
2127 return true;
2128 }
2129 }
2150 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2151 * 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
2152 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2153 * 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
2154 * 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.
2155 */ 2135 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2138 {
2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 {
2141 --op->contr->weapon_sp_left;
2160 2142
2161 /* If the player hasn't hit something this tick, and does 2143 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2144
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2145 if (action_makes_visible (op))
2146 make_visible (op);
2147
2148 return true;
2149 }
2170 } 2150 }
2171 2151
2172 skill_attack(mon, op, 0, NULL, NULL); 2152 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2153}
2190 2154
2155bool
2191int move_player(object *op,int dir) { 2156move_player (object *op, int dir)
2157{
2192 int pick; 2158 int pick;
2193 object *transport = op->contr->transport;
2194 2159
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 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->flag [FLAG_HIDDEN])
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;
2257} 2206}
2258 2207
2259/* 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
2260 * new client/server stuff. 2209 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2211 * the new speed values for commands.
2263 * 2212 *
2264 * 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.
2265 */ 2216 */
2217bool
2266int handle_newcs_player(object *op) 2218handle_newcs_player (object *op)
2267{ 2219{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2221 {
2222 if (op->speed_left > 0.f)
2223 {
2224 --op->speed_left;
2225 flee_player (op);
2292 2226
2293 /* I've been seeing crashes where the golem has been destroyed, but 2227 return true;
2294 * the player object still points to the defunct golem. The code that 2228 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2229 else
2296 * put this in a a workaround to clean up the golem pointer. 2230 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2231 }
2304 2232
2305 /* 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
2306 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2235 * called, so we recheck it here.
2308 */ 2236 */
2309 HandleClient(&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2238 return true;
2311 2239
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2241 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2242
2322 else return 0; 2243 return false;
2323 } 2244}
2245
2246int
2247save_life (object *op)
2248{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2250 return 0;
2325}
2326 2251
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2254 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2255 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2257
2339 if (op->contr) 2258 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2344 if(op->stats.hp<0) 2261 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2263
2346 if(op->stats.food<0) 2264 if (op->stats.food < 0)
2347 op->stats.food = 999; 2265 op->stats.food = 999;
2348 fix_player(op); 2266
2267 op->update_stats ();
2349 return 1; 2268 return 1;
2350 } 2269 }
2270
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2274 return 0;
2355} 2275}
2356 2276
2357/* 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
2358 * 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
2359 * 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
2360 * from. 2280 * from.
2361 */ 2281 */
2282static void
2362void remove_unpaid_objects(object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2363{ 2284{
2364 object *next;
2365
2366 while (op) { 2285 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2286 {
2368 * we remove object 'op' 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2288
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2290 op->insert_at (env);
2372 op->x = env->x; 2291 else if (op->inv)
2373 op->y = env->y; 2292 drop_unpaid_items (op->inv, env);
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2293
2294 op = next;
2295 }
2296}
2297
2298void
2299object::drop_unpaid_items ()
2300{
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303}
2383 2304
2384/* 2305/*
2385 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2390 */ 2311 */
2312const char *
2391char *gravestone_text (object *op) 2313gravestone_text (object *op)
2392{ 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 {
2393 static char buf2[MAX_BUF]; 2333 static char buf2[128];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2334 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2417 strcat (buf2, buf); 2337 }
2338
2418 return buf2; 2339 return buf;
2419} 2340}
2420 2341
2421 2342void
2422
2423void do_some_living(object *op) { 2343do_some_living (object *op)
2344{
2424 int last_food=op->stats.food; 2345 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2346 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2347 int over_hp, over_sp, over_grace;
2427 int i; 2348 int i;
2428 int rate_hp = 1200; 2349 int rate_hp = 1200;
2429 int rate_sp = 2500; 2350 int rate_sp = 2500;
2430 int rate_grace = 2000; 2351 int rate_grace = 2000;
2431 const int max_hp = 1; 2352 const int max_hp = 1;
2432 const int max_sp = 1; 2353 const int max_sp = 1;
2433 const int max_grace = 1; 2354 const int max_grace = 1;
2434 2355
2435 if (op->contr->outputs_sync) { 2356 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2357 {
2437 if (op->contr->outputs[i].buf!=NULL && 2358 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2359 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2440 } 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 }
2441 2374
2442 if(op->contr->state==ST_PLAYING) { 2375 if (op->contr->ns->state == ST_PLAYING)
2443 2376 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2379 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2381 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2382 {
2383 gen_hp = op->stats.maxhp;
2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2385 }
2386
2387 if (op->contr->gen_sp >= 0)
2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2389 else
2390 {
2391 gen_sp = op->stats.maxsp;
2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2393 }
2394
2395 if (op->contr->gen_grace >= 0)
2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2397 else
2398 {
2399 gen_grace = op->stats.maxgrace;
2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2401 }
2402
2403 /* Regenerate Grace */
2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2405 if (--op->last_grace < 0)
2406 {
2407 if (op->stats.grace < op->stats.maxgrace / 2)
2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2410 if (max_grace > 1)
2411 {
2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2413 if (over_grace > 0)
2414 {
2415 op->stats.sp += over_grace
2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2417 op->last_grace = 0;
2418 }
2419 else
2420 {
2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2423 }
2424 else
2425 {
2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2427 }
2428 /* wearing stuff doesn't detract from grace generation. */
2429 }
2430
2431 if (op->stats.food > 0)
2432 {
2433 /* Regenerate Spell Points */
2434 if (!op->contr->golem && --op->last_sp < 0)
2435 {
2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2437
2438 if (op->stats.sp < op->stats.maxsp)
2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2445 op->stats.food--;
2446
2447 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion;
2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450 op->stats.food = last_food;
2451 }
2452 }
2453
2454 if (max_sp > 1)
2455 {
2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2474 }
2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2483 {
2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 }
2510 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2512 }
2513 }
2514
2515 /* Digestion */
2516 if (--op->last_eat < 0)
2517 {
2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2520
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522
2562 /* dms do not consume food */ 2523 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2525 op->stats.food--;
2565 } 2526 }
2566 2527
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2529 {
2530 object *flesh = 0;
2569 2531
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2532 for_inv_removable (op, tmp)
2533 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2538 {
2574 manual_apply(op,tmp,0); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0);
2542
2575 if(op->stats.food>=0||op->stats.hp<0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2544 break;
2577 } 2545 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2546 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2547 flesh = tmp;
2580 } /* end of for loop */ 2548 }
2549
2581 /* 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
2582 * eat flesh instead. 2551 * eat flesh instead.
2583 */ 2552 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 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.>");
2586 manual_apply(op,flesh,0); 2557 manual_apply (op, flesh, 0);
2587 } 2558 }
2588 } /* end if player is starving */
2589 2559
2590 while(op->stats.food<0&&op->stats.hp>0) 2560 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2561 if (op->stats.food < 0)
2592 2562 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2564 }
2565
2566 if (op->stats.food < 0)
2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2570
2571 if (op->stats.hp < 0)
2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2577
2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2580 kill_player (op);
2581 }
2582}
2598 2583
2599/* 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.
2600 * 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
2601 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2587 * file.
2603 */ 2588 */
2589void
2604void kill_player(object *op) 2590kill_player (object *op)
2605{ 2591{
2592 int x, y;
2606 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2607 int x,y,i;
2608 mapstruct *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2595 int will_kill_again;
2615 archetype *at; 2596 archetype *at;
2616 object *tmp; 2597 object *tmp;
2617 2598
2618 if(save_life(op)) 2599 if (save_life (op))
2619 return; 2600 return;
2620 2601
2621
2622 /* 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
2623 * 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.
2624 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2605 */
2626 if (op_on_battleground(op, &x, &y)) { 2606 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2607 {
2628 "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 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...");
2630 "Local medics have saved your life..."); 2610
2631
2632 /* restore player */ 2611 /* restore player */
2633 at = find_archetype("poisoning"); 2612 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2614 {
2636 remove_ob(tmp); 2615 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2617 }
2640 2618
2641 at = find_archetype("confusion"); 2619 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2621 {
2644 remove_ob(tmp); 2622 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2624 }
2648 2625
2649 cure_disease(op,0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2628 if (op->stats.food <= 0)
2652 2629 op->stats.food = 999;
2630
2653 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL) 2633 {
2634 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2642 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics";
2644 tmp->insert_at (op, tmp);
2656 { 2645 }
2657 sprintf(buf,"%s's finger",op->name); 2646
2658 tmp->name = add_string(buf);
2659 sprintf(buf," This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level),
2662 op->contr->killer);
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669
2670 /* teleport defeated player to new destination*/ 2647 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2649 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2650 return;
2651 }
2679 2652
2653 INVOKE_PLAYER (DEATH, op->contr);
2654
2680 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2681 2656
2682 /* Lauwenmark: Handle for the global death event */ 2657 op->contr->play_sound (sound_find ("player_dies"));
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2658
2705 /* save the map location for corpse, gravestone*/ 2659 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2707 2663
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * 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.
2712 * 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.
2713 */ 2667 */
2714 2668
2715 /* Basically two ways to go - remove a stat permanently, or just 2669 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2670 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2671 * of death.
2718 */ 2672 */
2719#ifndef COZY_SERVER 2673#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2674 if (settings.balanced_stat_loss)
2675 {
2721 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2722 /* 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
2723 more if they do. */ 2678 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2681 little bit harder. */
2727 /* GD */ 2682 /* GD */
2728 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2684 num_stats_lose = 1;
2730 else 2685 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2687 }
2688 else
2733 num_stats_lose = 1; 2689 num_stats_lose = 1;
2734 } 2690
2735 lost_a_stat = 0; 2691 lost_a_stat = 0;
2736 2692
2737 for (z=0; z<num_stats_lose; z++) { 2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2738 i = RANDOM() % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2739 2696
2740 if (settings.stat_loss_on_death) { 2697 if (settings.stat_loss_on_death)
2698 {
2741 /* 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
2742 * what he lost. 2700 * what he lost.
2743 */ 2701 */
2744 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2707 lost_a_stat = 1;
2750 } else { 2708 }
2709 else
2710 {
2751 /* deplete a stat */ 2711 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2712 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2754 2717 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2718 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2719 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2720 }
2788 if (lose_this_stat) { 2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
2723 {
2724 /* GD */
2725 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2726 this_stat = get_attr_value (&(dep->stats), i);
2727 if (this_stat < 0)
2728 {
2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2730 int keep_chance = this_stat * this_stat;
2731
2732 /* Yes, I am paranoid. Sue me. */
2733 if (keep_chance < 1)
2734 keep_chance = 1;
2735
2736 /* There is a maximum depletion total per level. */
2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2739 lose_this_stat = 0;
2740 /* Take loss chance vs keep chance to see if we
2741 retain the stat. */
2742 }
2743 else
2744 {
2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
2750 }
2751 }
2752 }
2753
2754 if (lose_this_stat)
2755 {
2756 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2757 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2758 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2759 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2760 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2761 * difference.
2795 */ 2762 */
2796 if (this_stat>=-50) { 2763 if (this_stat >= -50)
2764 {
2797 change_attr_value(&(dep->stats), i, -1); 2765 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2766 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2768 op->update_stats ();
2801 lost_a_stat = 1; 2769 lost_a_stat = 1;
2802 } 2770 }
2803 } 2771 }
2772 }
2804 } 2773 }
2805 } 2774
2806 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2776 if (!lost_a_stat)
2808 { 2777 {
2809 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2780 const char *god = determine_god (op);
2781
2812 if (god && (strcmp(god, "none"))) 2782 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2784 else
2815 " you.", god); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 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.");
2820#endif 2789#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2790
2824 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2792 * exp loss on the stone.
2826 */ 2793 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2831 FREE_AND_COPY(tmp->name_pl, buf); 2798 &op->name, op->contr->title, op->contr->killer_name ());
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2801
2841 /**************************************/ 2802 /**************************************/
2842 /* */ 2803 /* */
2843 /* Subtract the experience points, */ 2804 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2805 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2806 /* food, and reset HP's... */
2846 /* */ 2807 /* */
2847 /**************************************/ 2808 /**************************************/
2848 2809
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2810 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2811 /* restore player */
2851 at = find_archetype("poisoning"); 2812 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2813 tmp = present_arch_in_ob (at, op);
2814
2853 if (tmp) { 2815 if (tmp)
2854 remove_ob(tmp); 2816 {
2855 free_object(tmp); 2817 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2819 }
2858 2820
2859 at = find_archetype("confusion"); 2821 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2823 if (tmp)
2862 remove_ob(tmp); 2824 {
2863 free_object(tmp); 2825 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2827 }
2828
2866 cure_disease(op,0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2867 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 ();
2839
2840 item = next;
2841 }
2842
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2844 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2871 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2852
2875 /* 2853 /*
2876 * 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
2877 * the player has any unpaid items. If so, remove them and put them back 2855 * and put them back in the map.
2878 * in the map. 2856 */
2879 */ 2857 op->drop_unpaid_items ();
2880 2858
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2859 /****************************************/
2890 /* */ 2860 /* */
2891 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2893 /* */ 2863 /* */
2894 /****************************************/ 2864 /****************************************/
2895 2865
2896 enter_player_savebed(op); 2866 enter_player_savebed (op);
2897 2867
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2868 op->contr->braced = 0;
2902 save_player(op,1);
2903 2869
2904 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2873 * on the space that might harm the player.
2908 */ 2874 */
2909 will_kill_again=0; 2875 will_kill_again = 0;
2910 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)
2911 if (tmp->type ==SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
2913 } 2879
2914 if (will_kill_again) { 2880 if (will_kill_again)
2881 {
2915 object *force; 2882 object *force;
2916 int at; 2883 int at;
2917 2884
2918 force=get_archetype(FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2887 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2888 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2890 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2892 force->resist[at] = 100;
2926 } 2893
2927 insert_ob_in_ob(force, op); 2894 insert_ob_in_ob (force, op);
2928 fix_player(op); 2895 op->update_stats ();
2929 2896 }
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2897
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2899}
3004 2900
3005 2901void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2902loot_object (object *op)
2903{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2904 object *tmp, *tmp2, *next;
3008 2905
3009 if (op->container) { /* close open sack first */ 2906 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2907
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2908 for (tmp = op->inv; tmp; tmp = next)
2909 {
3014 next=tmp->below; 2910 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2911
3016 remove_ob(tmp); 2912 if (tmp->invisible)
2913 continue;
2914
2915 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2916 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2917
3019 loot_object(tmp); 2918 if (tmp->type == CONTAINER)
3020 } 2919 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2920
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 {
3023 if(tmp->nrof>1) { 2923 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2924 {
3025 free_object(tmp2); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 }
2928 else
2929 tmp->destroy ();
2930 }
3027 } else 2931 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2933 }
3032} 2934}
3033 2935
3034/* 2936/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3036 * 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
3037 * was changed. 2939 * was changed.
3038 */ 2940 */
3039 2941void
3040void fix_weight(void) { 2942fix_weight (void)
3041 player *pl; 2943{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2945 {
3044 if(old == sum) 2946 sint32 old = pl->ob->carrying;
3045 continue; 2947
3046 fix_player(pl->ob); 2948 pl->ob->update_weight ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949
3048 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 }
3049 } 2955 }
3050} 2956}
3051 2957
2958void
3052void fix_luck(void) { 2959fix_luck (void)
3053 player *pl; 2960{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2961 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2963 pl->ob->change_luck (0);
3057} 2964}
3058
3059 2965
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3063 */ 2969 */
3064 2970void
3065void cast_dust (object *op, object *throw_ob, int dir) { 2971cast_dust (object *op, object *throw_ob, int dir)
2972{
3066 object *skop, *spob; 2973 object *skop, *spob;
3067 2974
3068 skop = find_skill_by_name(op, throw_ob->skill); 2975 skop = find_skill_by_name (op, throw_ob->skill);
3069 2976
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 2977 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2979 {
3072 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);
3073 op->name); 2981 return;
3074 return;
3075 } 2982 }
2983
3076 spob = throw_ob->inv; 2984 spob = throw_ob->inv;
2985
2986 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2987 // not pass NULL to cast_spell (which did indeed check itself, but
2988 // errors should be reported as early as possible IMHO)
2989 if (!spob)
2990 {
2991 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2992 return;
2993 }
2994
3077 if (op->type==PLAYER && spob) 2995 if (op->type == PLAYER)
3078 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);
3079 2997
3080 cast_spell(op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 2999
3000 throw_ob->destroy ();
3001}
3002
3003void
3086void make_visible (object *op) { 3004make_visible (object *op)
3087 op->hide = 0; 3005{
3006 op->flag [FLAG_HIDDEN] = 0;
3088 op->invisible = 0; 3007 op->invisible = 0;
3089 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 }
3093 update_object(op,UP_OBJ_FACE);
3094}
3095 3008
3096int is_true_undead(object *op) {
3097 object *tmp=NULL;
3098
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100
3101 if(op->type==PLAYER) 3009 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 3010 {
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3011 op->contr->tmp_invis = 0;
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3012 op->contr->invis_race = 0;
3013 }
3014
3015 update_object (op, UP_OBJ_CHANGE);
3016}
3017
3018int
3019is_true_undead (object *op)
3020{
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3023
3105 return 0; 3024 return 0;
3106} 3025}
3107 3026
3108/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3029 * indicate greater hideability.
3111 */ 3030 */
3112 3031int
3113int hideability(object *ob) { 3032hideability (object *ob)
3033{
3114 int i,level=0, mflag; 3034 int i, level = 0, mflag;
3115 sint16 x,y; 3035 sint16 x, y;
3116 3036
3117 if(!ob||!ob->map) return 0; 3037 if (!ob || !ob->map)
3038 return 0;
3118 3039
3119 /* so, on normal lighted maps, its hard to hide */ 3040 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3041 level = ob->map->darkness - 2;
3121 3042
3122 /* this also picks up whether the object is glowing. 3043 /* this also picks up whether the object is glowing.
3123 * 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
3124 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3126 3048
3127 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3128 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 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3059 level += 2;
3133 else /* open terrain! */ 3060 else /* open terrain! */
3134 level -= 1; 3061 level -= 1;
3135 } 3062 }
3136 3063
3137#if 0 3064#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3066#endif
3140 return level; 3067 return level;
3141} 3068}
3142 3069
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3074 */
3148 3075void
3149void do_hidden_move (object *op) { 3076do_hidden_move (object *op)
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3077{
3151 object *skop; 3078 int hide = 0;
3152 3079
3153 if(!op || !op->map) return; 3080 if (!op || !op->map)
3081 return;
3154 3082
3155 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);
3156 3085
3157 /* 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! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3087 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 3088 if (!skop || num >= skop->level)
3089 {
3160 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!");
3161 make_visible(op); 3091 make_visible (op);
3162 return; 3092 return;
3163 } else num += 20;
3164 } 3093 }
3094 else
3095 num += 20;
3096
3165 num += op->map->difficulty; 3097 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3099 num -= hide;
3100
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 {
3169 make_visible(op); 3103 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3104
3171 "You moved out of hiding! You are visible!"); 3105 if (op->type == PLAYER)
3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3107 }
3173 else if (op->type == PLAYER && skop) { 3108 else if (op->type == PLAYER && skop)
3174 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);
3175 }
3176} 3110}
3177 3111
3178/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3179 3113
3114int
3180int stand_near_hostile( object *who ) { 3115stand_near_hostile (object *who)
3116{
3181 object *tmp=NULL; 3117 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3119 maptile *m;
3184 sint16 x,y; 3120 sint16 x, y;
3185 3121
3186 if(!who) return 0; 3122 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3123 return 0;
3124
3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3130
3131 /* search adjacent squares */
3132 for (i = 1; i < 9; i++)
3133 {
3134 x = who->x + freearr_x[i];
3135 y = who->y + freearr_y[i];
3136 m = who->map;
3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3138 /* space must be blocked if there is a monster. If not
3139 * blocked, don't need to check this space.
3140 */
3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144 continue;
3145
3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149 return 1;
3150 else if (tmp->type == PLAYER)
3151 {
3152 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3154 return 1;
3155 }
3156 }
3157 }
3158 return 0;
3216} 3159}
3217 3160
3218/* check the player los field for viewability of the 3161/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3220 * 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
3221 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3225 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3227 * 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.
3228 * -b.t. 3171 * -b.t.
3229 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3230 */ 3173 */
3231 3174int
3232int player_can_view (object *pl,object *op) { 3175player_can_view (object *pl, object *op)
3176{
3233 rv_vector rv; 3177 rv_vector rv;
3234 int dx,dy; 3178 int dx, dy;
3235 3179
3236 if(pl->type!=PLAYER) { 3180 if (pl->type != PLAYER)
3181 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3183 return -1;
3263 op = op->more;
3264 } 3184 }
3185
3186 if (!pl || !op)
3265 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;
3266} 3217}
3267 3218
3268/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3221 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3222 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3223 * return 0.
3273 */ 3224 */
3225int
3274int action_makes_visible (object *op) { 3226action_makes_visible (object *op)
3275 3227{
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3231 return 0;
3279 3232
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3281 3235
3282 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3284 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->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3285 return 1; 3240 return 1;
3286 } 3241 }
3287 } 3242 }
3243
3288 return 0; 3244 return 0;
3289} 3245}
3290 3246
3291/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3250 * -exit-coord. (and if x, y not NULL)
3295 * 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
3296 * 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
3297 * 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
3298 */ 3254 */
3255int
3299int op_on_battleground (object *op, int *x, int *y) { 3256op_on_battleground (object *op, int *x, int *y)
3300 object *tmp; 3257{
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3303 * 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),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3311 strcmp(tmp->name, "battleground")==0 && 3269 && tmp->type == BATTLEGROUND
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3273 /* before we assign the exit, check if this is a teambattle */
3314 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))
3315 object *invtmp; 3275 {
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3277 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 if (x != NULL && y != NULL) 3279 {
3280 if (x && y)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3283 return 1;
3284 }
3285 }
3286 }
3287
3288 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3321 return 1; 3291 return 1;
3322 } 3292 }
3323 } 3293 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3294 }
3329 } 3295
3330 }
3331 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3332 return 0; 3297 return 0;
3333} 3298}
3334 3299
3335/* 3300/*
3339 * attributes: 3304 * attributes:
3340 * object *who the dragon player 3305 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3306 * int atnr the attack-number of the ability focus
3342 * int level ability level 3307 * int level ability level
3343 */ 3308 */
3309void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3310dragon_ability_gain (object *who, int atnr, int level)
3311{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3312 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3313 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3314 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3315 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3317 int i = 0, j = 0;
3351 3318
3352 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3355 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3357 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3359 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3361 3328
3362 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3363 return; 3330 return;
3364 3331
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3333
3367 3334 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3335 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3337 return;
3371 } 3338 }
3372 3339
3373 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3341 item = tr->item;
3375 3342
3376 if (item->type == SPELL) { 3343 if (item->type == SPELL)
3344 {
3377 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3378 return; 3346 return;
3379 3347
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3348 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3349 do_learn_spell (who, item, 0);
3382 return; 3350 return;
3383 } 3351 }
3384 3352
3385 /* grant direct spell */ 3353 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3354 if (item->type == SPELLBOOK)
3355 {
3387 if (!item->inv) { 3356 if (!item->inv)
3357 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3358 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3359 return;
3391 } 3360 }
3392 if (check_spell_known (who, item->inv->name)) 3361 if (check_spell_known (who, item->inv->name))
3393 return; 3362 return;
3394 if (item->invisible) { 3363 if (item->invisible)
3364 {
3395 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);
3396 do_learn_spell (who, item->inv, 0); 3366 do_learn_spell (who, item->inv, 0);
3397 return; 3367 return;
3398 } 3368 }
3399 } 3369 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3401 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 {
3402 3374
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3375 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * 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
3405 * 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,
3406 * but not all of them, he gets nothing. 3378 * but not all of them, he gets nothing.
3407 */ 3379 */
3408 if (!(skop->attacktype & item->attacktype)) { 3380 if (!(skop->attacktype & item->attacktype))
3381 {
3409 /* Give new attacktype */ 3382 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3383 skop->attacktype |= item->attacktype;
3411 3384
3412 /* always add physical if there's none */ 3385 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3386 skop->attacktype |= AT_PHYSICAL;
3414 3387
3415 if (item->msg != NULL) 3388 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3390
3418 /* Give player new face */ 3391 /* Give player new face */
3419 if (item->animation_id) { 3392 if (item->animation_id)
3393 {
3420 who->face = skop->face; 3394 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3395 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3396 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3397 who->last_anim = 0;
3424 who->state = 0; 3398 who->state = 0;
3425 animate_object(who, who->direction); 3399 animate_object (who, who->direction);
3426 } 3400 }
3401 }
3402 }
3427 } 3403 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3404 else if (item->type == FORCE)
3405 {
3431 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3407 object *skin;
3408
3433 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3434 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)
3435 skin=skin->below); 3411 ;
3436 if (skin == NULL) return; 3412
3437 3413 if (!skin)
3414 return;
3415
3438 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3420
3442 /* print message */ 3421 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3422 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3424 {
3446 if (j) 3425 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3426 {
3448 else 3427 if (j)
3449 j = 1; 3428 strcat (buf, " and ");
3429 else
3430 j = 1;
3450 strcat(buf, spellpathnames[i]); 3431 strcat (buf, spellpathnames[i]);
3451 } 3432 }
3452 } 3433 }
3453 strcat(buf,"."); 3434 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3436 }
3456 3437
3457 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3445
3465 /* print message if there is one */ 3446 /* print message if there is one */
3466 if (item->msg != NULL) 3447 if (item->msg != NULL)
3467 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
3468 } 3451 {
3469 else {
3470 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3472 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));
3473 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp);
3476 } 3456 }
3477} 3457}
3478 3458
3479/** 3459/**
3480 * 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
3481 * not readied. 3461 * not readied.
3482 */ 3462 */
3463void
3483void player_unready_range_ob(player *pl, object *ob) { 3464player_unready_range_ob (player *pl, object *ob)
3484 rangetype i; 3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3485 3468
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3469 if (pl->combat_ob == ob)
3487 if (pl->ranges[i] == ob) { 3470 pl->combat_ob = 0;
3488 pl->ranges[i] = NULL; 3471
3489 if (pl->shoottype == i) { 3472 if (pl->ranged_ob == ob)
3490 pl->shoottype = range_none; 3473 pl->ranged_ob = 0;
3491 }
3492 }
3493 }
3494} 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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