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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
115 } 232 {
116 rules[0]='\0'; 233 object *tmp, *abil = 0, *skin = 0;
117 size=0; 234
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 236 if (tmp->type == FORCE)
120 continue; 237 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
122 { 311 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 312 case SKILL:
124 break; 313 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 314 break;
167 } 315
168 strncat(news+size,buf,HUGE_BUF-size); 316 case WAND:
169 size+=strlen(buf); 317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
170 } 326 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 327
181int playername_ok(const char *cp) { 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 329 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 330}
190 331
191/* This no longer sets the player map. Also, it now updates 332void
192 * all the pointers so the caller doesn't need to do that. 333player::set_observe (object *op)
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{ 334{
205 object *op = arch_to_object (get_player_archetype (NULL)); 335 observe = op ? op : ob;
206 int i; 336 do_los = 1;
337}
207 338
208 if (!p) 339player::player ()
209 { 340{
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 p->clear ();
233
234 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 342 * we deal with that below this point.
236 */ 343 */
237 p->party = NULL; 344 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 345 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 347
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
248 349
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 350 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 351 bowtype = bow_normal;
266 p->petmode = pet_normal; 352 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 353 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 355 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 356
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 357 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 358 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 359}
278 360
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 361void
362player::do_destroy ()
363{
364 disconnect ();
280 365
281 /* we need to clear these to -1 and not zero - otherwise, 366 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 367
283 * send new values to the client, as things like exp start 368 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 369 {
291 for (i = 0; i < NROFATTACKS; i++) 370 ob->destroy_inv (false);
371 ob->destroy ();
292 { 372 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 373
298 p->socket.update_look = 0; 374 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 375}
302 376
303/* This loads the first map an puts the player on it. */ 377player::~player ()
304static void set_first_map(object *op)
305{ 378{
306 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
307 op->x = -1; 380 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 381}
311 382
312/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
314 * mode. 385 * mode.
315 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
316 391
317int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 393
320 p=get_player(NULL); 394 pl->ob->roll_stats ();
321 p->socket = *ns; 395 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 397
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 398 set_first_map (pl->ob);
332 399
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 400 return pl;
340} 401}
341 402
342/* 403/*
343 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
346 */ 407 */
408archetype *
347archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
348{ 410{
349 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
350 for (;;) { 419 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 420 {
362} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
363 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
364 430
431object *
365object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
366 object *op = NULL; 434 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 435 objectlink *ol;
369 unsigned lastdist; 436 unsigned lastdist;
370 rv_vector rv; 437 rv_vector rv;
371 438
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 440 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 442 continue;
399 443
400 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
445 {
401 op=ol->ob; 446 op = ol->ob;
402 lastdist=rv.distance; 447 lastdist = rv.distance;
403 } 448 }
404 } 449 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 450
451 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 452 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 454 {
413 } 455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
414#if 0 459#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 461#endif
417 return op; 462 return op;
418} 463}
419 464
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 483 * is probably not a good thing.
439 */ 484 */
440#define MAX_SPACES 50 485#define MAX_SPACES 50
441
442 486
443/* 487/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 506 * is blocking itself.
463 */ 507 */
508int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
465 rv_vector rv; 511 rv_vector rv;
466 sint16 x,y; 512 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
469 515
470 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
471 517
472 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
519 return 0;
473 520
474 x=mon->x; 521 x = mon->x;
475 y=mon->y; 522 y = mon->y;
476 m=mon->map; 523 m = mon->map;
477 dir = rv.direction; 524 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
480 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 529 if (diff > max)
530 return 0;
531
482 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
483 lastx = x; 534 lastx = x;
484 lasty = y; 535 lasty = y;
485 lastmap = m; 536 lastmap = m;
486 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
488 539
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 542
492 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
495 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
497 */ 549 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
500 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 554 * the values so it will try again.
502 */ 555 */
503 x = lastx; 556 x = lastx;
504 y = lasty; 557 y = lasty;
505 m = lastmap; 558 m = lastmap;
506 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
507 } else { 561 else
562 {
508 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
509 * either the left or right. 564 * either the left or right.
510 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 568 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 569 * stepping back and forth
515 */ 570 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 576 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 581 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 583 * the last direction the creature has successfully
527 * moved. 584 * moved.
528 */ 585 */
529 586
530 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 589 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
538 598
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
540 } 601 }
541 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
543 */ 604 */
544 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 606 return 0;
546 diff--; 607 diff--;
547 lastdir=dir; 608 lastdir = dir;
548 max--; 609 max--;
549 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
550 } /* else check alternate directions */ 612 } /* else check alternate directions */
551 } /* if blocked */ 613 } /* if blocked */
552 else { 614 else
615 {
553 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
554 diff--; 617 diff--;
555 max--; 618 max--;
556 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
557 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623
624 if (diff <= 1)
558 } 625 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 627 * headed toward player for entire distance.
562 */ 628 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 631 }
566 if (diff>max) return 0; 632
633 if (diff > max)
634 return 0;
567 } 635 }
636
568 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 638 if (!max)
639 return 0;
570 640
571 return firstdir; 641 return firstdir;
572} 642}
573 643
644void
574void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 646{
576
577 if(pl->randomitems!=NULL) 647 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 649
580 for (op=pl->inv; op; op=next) { 650 for (object *next, *op = pl->inv; op; op = next)
651 {
581 next = op->below; 652 next = op->below;
582 653
583 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 656 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 658 SET_FLAG (op, FLAG_APPLIED);
588 659
589 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 661 * by this player due to race restrictions
591 */ 662 */
592 if (pl->type == PLAYER) { 663 if (pl->type == PLAYER)
664 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
594 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 670 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 672 {
603 } 673 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 674 continue;
623 } 675 }
624 if (op->nrof > 1) op->nrof = 1; 676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 685 {
686 object *tmp;
626 687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
627 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 }
630 705
631 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 708 * merged properly.
634 */ 709 */
635 if (need_identify(op)) { 710 if (need_identify (op))
711 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
639 } 718 {
640 if(op->type==SPELL) { 719 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 720 continue;
721 }
722 else if (op->type == SKILL)
644 } 723 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 725 op->stats.exp = 0;
648 op->level = 1; 726 op->level = 1;
649 } 727 }
650 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
653 731
654 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
655 link_player_skills(pl); 733 pl->contr->link_skills ();
656} 734}
657 735
658void get_name(object *op) { 736void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
731 if (party == NULL) { 739 if (party == NULL)
740 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 742 return;
734 } 743 }
744
735 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 749}
740
741 750
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int
743int roll_stat(void) { 753roll_stat (void)
754{
744 int a[4],i,j,k; 755 int a[4], i, j, k;
745 756
746 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
748 759
749 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 761 if (a[i] < k)
751 k=a[i],j=i; 762 k = a[i], j = i;
752 763
753 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 765 if (i != j)
755 k+=a[i]; 766 k += a[i];
756 } 767
757 return k; 768 return k;
758} 769}
759 770
760void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
761 int sum=0; 778 int sum = 0;
762 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
764 781
765 do { 782 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 783 break;
767 op->stats.Dex=roll_stat(); 784 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 785
778 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 788
787 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 791
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 792 stats.exp = 0;
818 op->stats.ac=0; 793 stats.ac = 0;
819 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
820 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
823 804
824 fix_player(op); 805 contr->orig_stats = stats;
806 }
807}
808
809void
810object::swap_stats (int a, int b)
811{
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
828 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
829} 837}
830 838
831void Roll_Again(object *op) 839static void
840start_info (object *op)
832{ 841{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
841 843
842 if ( op->contr->Swap_First == -1 ) { 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 846}
950 847
951/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
955 * not the class. 852 * not the class.
956 */ 853 */
957 854void
958int key_change_class(object *op, char key) 855player::chargen_race_done ()
959{ 856{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
974 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
976 866
977 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
978 868
979 if (op->msg) 869 if (ob->msg)
980 op->msg=NULL; 870 ob->msg = 0;
981 871
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 872 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op); 875 esrv_send_inventory (ob, ob);
996 fix_player(op); 876 ob->update_stats ();
997 877
998 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
999 * is one for this race 879 * is one for this race
1000 */ 880 */
1001 if(*first_map_ext_path) { 881 if (*first_map_ext_path)
1002 object *tmp; 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 mapstruct *oldmap = op->map; 883 else
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 885}
1018 return 0;
1019 }
1020 886
887void
888player::chargen_race_next ()
889{
1021 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1023 */ 892 */
1024 893
1025 tmp_loop = 0; 894 do
1026 while(!tmp_loop) { 895 {
1027 shstr name = op->name; 896 shstr name = ob->name;
1028 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
898
1029 remove_statbonus(op); 899 ob->remove_statbonus ();
1030 remove_ob (op); 900 ob->remove ();
1031 op->arch = get_player_archetype(op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1032 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1033 op->instantiate (); 903 ob->instantiate ();
1034 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1035 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1036 op->x = x; 906 ob->x = x;
1037 op->y = y; 907 ob->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 910 assign (ob->contr->title, ob->arch->object::name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 911 ob->add_statbonus ();
1043 tmp_loop=allowed_class(op);
1044 } 912 }
913 while (!allowed_class (ob));
914
1045 update_object(op,UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 916 esrv_update_item (UPD_FACE, ob, ob);
1047 fix_player(op); 917 ob->update_stats ();
1048 op->stats.hp=op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1050 op->stats.grace=0; 920 ob->stats.grace = 0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055} 921}
1056 922
1057int key_confirm_quit(object *op, char key) 923void
1058{
1059 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) {
1091 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf)))
1093 delete_map(mp);
1094 }
1095
1096 delete_character(op->name, 1);
1097 }
1098 play_again(op);
1099 return 1;
1100}
1101
1102void flee_player(object *op) { 924flee_player (object *op)
925{
1103 int dir,diff; 926 int dir, diff;
1104 rv_vector rv; 927 rv_vector rv;
1105 928
1106 if(op->stats.hp < 0) { 929 if (op->stats.hp < 0)
930 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
933 return;
934 }
935
936 if (op->enemy == NULL)
937 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED);
940 return;
941 }
942
943 /* Seen some crashes here. Since we don't store an
944 * op->enemy_count, it is possible that something destroys the
945 * actual enemy, and the object is recycled.
946 */
947 if (op->enemy->map == NULL)
948 {
949 CLEAR_FLAG (op, FLAG_SCARED);
950 op->enemy = NULL;
951 return;
952 }
953
954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 {
956 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED);
958 return;
959 }
960
961 get_rangevector (op, op->enemy, &rv, 0);
962
963 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++)
965 {
966 int m = 1 - (RANDOM () & 2);
967
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1109 return; 969 return;
1110 } 970 }
1111 971
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 974 op->enemy = NULL;
1146} 975}
1147
1148 976
1149/* 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.
1150 * 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
1151 * stop. 979 * stop.
1152 */ 980 */
981int
1153int check_pick(object *op) { 982check_pick (object *op)
983{
1154 object *tmp, *next; 984 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 985 int stop = 0;
1157 int j, k, wvratio; 986 int wvratio;
1158 char putstring[128], tmpstr[16]; 987 char putstring[128];
1159
1160 988
1161 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1163 return 1; 991 return 1;
1164 992
1165 op_tag = op->count;
1166
1167 next = op->below; 993 next = op->below;
1168 if (next) 994
1169 next_tag = next->count; 995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1170 997
1171 /* 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
1172 * destroyed */ 999 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1000 while (next && !next->destroyed ())
1174 { 1001 {
1175 tmp = next; 1002 tmp = next;
1176 next = tmp->below; 1003 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1004
1180 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 ())
1181 return 0; 1012 return 0;
1182 1013
1183 if ( ! can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1184 continue; 1015 continue;
1185 1016
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1018 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1190 continue; 1021 continue;
1191 } 1022 }
1192 1023
1193 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1025 if (!(op->contr->mode & PU_NEWMODE))
1026 {
1195 switch (op->contr->mode) { 1027 switch (op->contr->mode)
1028 {
1029 case 0:
1196 case 0: return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1197 case 1: pick_up (op, tmp); 1031 case 1:
1032 CHK_PICK_PICKUP;
1198 return 1; 1033 return 1;
1199 case 2: pick_up (op, tmp); 1034 case 2:
1035 CHK_PICK_PICKUP;
1200 return 0; 1036 return 0;
1037 case 3:
1201 case 3: return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1202 case 4: pick_up (op, tmp); 1039 case 4:
1040 CHK_PICK_PICKUP;
1203 break; 1041 break;
1204 case 5: pick_up (op, tmp); 1042 case 5:
1043 CHK_PICK_PICKUP;
1205 stop = 1; 1044 stop = 1;
1206 break; 1045 break;
1207 case 6: 1046 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1049 CHK_PICK_PICKUP;
1211 break; 1050 break;
1212 1051
1213 case 7: 1052 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1054 CHK_PICK_PICKUP;
1216 break; 1055 break;
1217 1056
1218 default: 1057 default:
1219 /* use value density */ 1058 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1))) 1061 CHK_PICK_PICKUP;
1223 >= op->contr->mode)
1224 pick_up(op,tmp);
1225 } 1062 }
1226 } 1063 }
1227 else { /* old model */ 1064 else
1065 { /* old model */
1228 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 1067 if (op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 { 1068 {
1249 sprintf(tmpstr,"%d ",k*32+j); 1069 /* some debugging code to figure out item information */
1250 strcat(putstring, tmpstr); 1070 if (tmp->name != NULL)
1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1073 else
1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 } 1078 }
1079
1080 /* philosophy:
1081 * It's easy to grab an item type from a pile, as long as it's
1082 * generic. This takes no game-time. For more detailed pickups
1083 * and selections, select-items should be used. This is a
1084 * grab-as-you-run type mode that's really useful for arrows for
1085 * example.
1086 * The drawback: right now it has no frontend, so you need to
1087 * stick the bits you want into a calculator in hex mode and then
1088 * convert to decimal and then 'pickup <#>
1089 */
1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue;
1116
1117 /* ignore known cursed objects */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1119 continue;
1120
1121 /* all food and drink if desired */
1122 /* question: don't pick up known-poisonous stuff? */
1123 if (op->contr->mode & PU_FOOD)
1124 if (tmp->type == FOOD)
1125 {
1126 CHK_PICK_PICKUP;
1127 continue;
1128 }
1129
1130 if (op->contr->mode & PU_DRINK)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1132 {
1133 CHK_PICK_PICKUP;
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_POTION)
1138 if (tmp->type == POTION)
1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL)
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 {
1184 if (tmp->type == MONEY || tmp->type == GEM)
1185 {
1186 CHK_PICK_PICKUP;
1187 continue;
1188 }
1252 } 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 }
1253 } 1294 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 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;
1256#if 0 1316#if 0
1257 /* print the flags too */ 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1318 if (tmp->name != NULL)
1259 { 1319 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1320 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1321 }
1262 { 1322 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1264 if(!((j+1)%4))fprintf(stderr," "); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1326#endif
1269 } 1327 continue;
1270 /* philosophy: 1328 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1329 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1330 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1331 }
1430 } /* the new pickup model */ 1332
1431 }
1432 return ! stop; 1333 return !stop;
1433} 1334}
1434 1335
1435/* 1336/*
1436 * Find an arrow in the inventory and after that 1337 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1338 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1339 * found object is returned.
1439 */ 1340 */
1341object *
1440object *find_arrow(object *op, const char *type) 1342find_arrow (object *op, const char *type)
1441{ 1343{
1442 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);
1443 1347
1444 for(op=op->inv; op; op=op->below) 1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1446 QUERY_FLAG(op,FLAG_APPLIED)) 1350 if (object *arrow = find_arrow (tmp, type))
1447 tmp = find_arrow (op, type); 1351 {
1448 else if (op->type==ARROW && op->race==type) 1352 splay (tmp);
1449 return op; 1353 return arrow;
1354 }
1355
1450 return tmp; 1356 return 0;
1451} 1357}
1452 1358
1453/* 1359/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1364 */
1459 1365object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1367{
1462 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1464 1370
1465 if (!type) 1371 if (!type)
1466 return NULL; 1372 return NULL;
1467 1373
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1374 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1375 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 {
1471 i = 0; 1378 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1379 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1380 if (i > betterby)
1381 {
1474 tmp = ntmp; 1382 tmp = ntmp;
1475 betterby = i; 1383 betterby = i;
1476 } 1384 }
1385 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1386 else if (arrow->type == ARROW && arrow->race == type)
1387 {
1478 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1390 {
1481 if (arrow->attacktype & AT_DEATH) { 1391 if (arrow->attacktype & AT_DEATH)
1392 {
1482 *better = 100; 1393 *better = 100;
1483 return arrow; 1394 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1395 }
1488 } else { 1396 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1397 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1398 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1399 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1400 }
1505 } 1401 }
1402 else
1403 {
1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1405 {
1406 attacktype = 1 << attacknum;
1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1409 {
1410 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 }
1413 }
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 {
1416 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 }
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 {
1421 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 }
1506 } 1424 }
1425 }
1507 } 1426 }
1427
1508 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1429 return find_arrow (op, type);
1510 1430
1511 *better = betterby; 1431 *better = betterby;
1512 return tmp; 1432 return tmp;
1513} 1433}
1514 1434
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1437 * op = the shooter
1518 * type = bow->race 1438 * type = bow->race
1519 * dir = fire direction 1439 * dir = fire direction
1520 */ 1440 */
1521 1441object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1523{ 1443{
1524 object *tmp = NULL; 1444 object *tmp = NULL;
1525 mapstruct *m; 1445 maptile *m;
1526 int i, mflags, found, number; 1446 int i, mflags, found, number;
1527 sint16 x, y; 1447 sint16 x, y;
1528 1448
1529 if (op->map == NULL) 1449 if (op->map == NULL)
1530 return find_arrow(op, type); 1450 return find_arrow (op, type);
1531 1451
1532 /* do a dex check */ 1452 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1453 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1455 return find_arrow (op, type);
1536 1456
1537 m = op->map; 1457 m = op->map;
1538 x = op->x; 1458 x = op->x;
1539 y = op->y; 1459 y = op->y;
1540 1460
1541 /* find the first target */ 1461 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1462 for (i = 0, found = 0; i < 20; i++)
1463 {
1543 x += freearr_x[dir]; 1464 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1465 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1466 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 {
1547 tmp = NULL; 1469 tmp = NULL;
1470 break;
1471 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption.
1476 */
1477 tmp = NULL;
1478 break;
1479 }
1480 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1548 break; 1489 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1490 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1491 }
1566 if (tmp == NULL) 1492 if (tmp == NULL)
1567 return find_arrow(op, type); 1493 return find_arrow (op, type);
1568 1494
1569 if (tmp->head) 1495 if (tmp->head)
1570 tmp = tmp->head; 1496 tmp = tmp->head;
1571 1497
1572 return find_better_arrow(op, tmp, type, &i); 1498 return find_better_arrow (op, tmp, type, &i);
1573} 1499}
1574 1500
1575/* 1501/*
1576 * Creature fires a bow - op can be monster or player. Returns 1502 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1503 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1506 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1509 * player fire modes.
1584 */ 1510 */
1511int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1513{
1588 object *left, *bow; 1514 object *left, *bow;
1589 tag_t left_tag, tag; 1515 int mflags;
1590 int bowspeed, mflags; 1516 maptile *m;
1591 mapstruct *m;
1592 1517
1593 if (!dir) { 1518 if (!dir)
1519 {
1594 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!");
1595 return 0; 1521 return 0;
1522 }
1523
1524 if (op->contr)
1525 bow = op->current_weapon;
1526 else
1596 } 1527 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1531 */
1604 if(bow->type==BOW) 1532 if (bow->type == BOW)
1605 break; 1533 break;
1606 1534
1607 if (!bow) { 1535 if (!bow)
1536 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1538 return 0;
1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1610 } 1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1611 } 1548 }
1549
1612 if( !bow->race || !bow->skill) { 1550 if (!bow->race || !bow->skill)
1551 {
1613 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);
1614 return 0; 1553 return 0;
1615 } 1554 }
1616 1555
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1556 if (arrow == NULL)
1557 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1559 {
1627 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1563 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1633 return 0; 1566 return 0;
1634 } 1567 }
1635 } 1568 }
1569
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1571 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1572 return 0;
1639 } 1573
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1575 {
1641 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.");
1642 return 0; 1577 return 0;
1643 } 1578 }
1644 1579
1645 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1581 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1582 {
1648 free_object(arrow); 1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy ();
1649 return 0; 1585 return 0;
1650 } 1586 }
1651 1587
1652 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count; 1589 arrow = arrow->split ();
1654 arrow = get_split_ob(arrow, 1); 1590 if (!arrow)
1655 if (arrow == NULL) { 1591 {
1656 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1657 return 0; 1593 return 0;
1658 } 1594 }
1659 set_owner(arrow, op); 1595
1596 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1598 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1599
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 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 */
1673 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1675 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1677 1606
1678 /* Note that this was different for monsters - they got their level 1607#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1680 */
1681 1609 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1624 /* update the speed */
1687 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
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1691 1627
1692 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1696 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1697 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1708 arrow->level = op->level; 1645 arrow->level = op->level;
1709 } 1646 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1647
1711 arrow->attacktype |= bow->attacktype; 1648 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1649 arrow->slaying = bow->slaying;
1714 1650
1715 arrow->map = m; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1653
1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1716 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1660
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1720 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1663
1723 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1665 move_arrow (arrow);
1725 1666
1726 if (op->type == PLAYER) {
1727 if (was_destroyed (left, left_tag))
1728 esrv_del_item(op->contr, left_tag);
1729 else
1730 esrv_send_item(op, left);
1731 }
1732 return 1; 1667 return 1;
1733} 1668}
1734 1669
1735/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1671 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1672 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1673 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1674 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1675 * hence the function name.
1741 */ 1676 */
1677int
1742int player_fire_bow(object *op, int dir) 1678player_fire_bow (object *op, int dir)
1743{ 1679{
1744 int ret=0, wcmod=0; 1680 int ret = 0, wcmod = 0;
1745 1681
1746 if (op->contr->bowtype == bow_bestarrow) { 1682 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1683 {
1748 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);
1749 dir, 0, op->x, op->y); 1685 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1689 wcmod = -1;
1690
1753 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);
1754 op->x, op->y); 1692 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1760 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);
1761 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);
1762 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);
1763 1704 }
1764 } else { 1705 else
1706 {
1765 /* Simple case */ 1707 /* Simple case */
1766 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);
1767 } 1709 }
1710
1768 return ret; 1711 return ret;
1769} 1712}
1770
1771 1713
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1774 */ 1716 */
1717void
1775void fire_misc_object(object *op, int dir) 1718fire_misc_object (object *op, int dir)
1776{ 1719{
1777 object *item; 1720 object *item = op->contr->ranged_ob;
1778 1721
1779 if (!op->contr->ranges[range_misc]) { 1722 if (!item)
1723 {
1780 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.");
1781 return; 1725 return;
1782 } 1726 }
1783 1727
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1728 if (!item->inv)
1729 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1731 return;
1788 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1789 if (item->type == WAND) { 1737 if (item->type == WAND)
1738 {
1790 if(item->stats.food<=0) { 1739 if (item->stats.food <= 0)
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1793 return; 1744 return;
1794 } 1745 }
1746 }
1795 } else if (item->type == ROD || item->type==HORN) { 1747 else if (item->type == ROD || item->type == HORN)
1748 {
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1798 if (item->type== ROD) 1757 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1759 else
1802 new_draw_info_format(NDI_UNIQUE, 0,op, 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1761
1804 return; 1762 return;
1805 } 1763 }
1806 } 1764 }
1807 1765
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1809 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 */
1810 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1811 if (!(--item->stats.food)) { 1771 if (!(--item->stats.food))
1772 {
1812 object *tmp; 1773 object *tmp;
1774
1813 if (item->arch) { 1775 if (item->arch)
1776 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1816 item->speed = 0; 1779 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1780 }
1819 if ((tmp=is_player_inv(item))) 1781
1782 if (object *pl = item->visible_to ())
1820 esrv_update_item(UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1821 } 1784 }
1822 } 1785 }
1823 else if (item->type == ROD || item->type==HORN) { 1786 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1787 drain_rod_charge (item);
1825 }
1826 } 1788 }
1827} 1789}
1828 1790
1829/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1830 */ 1792 */
1793bool
1831void fire(object *op,int dir) { 1794fire (object *op, int dir)
1795{
1832 int spellcost=0; 1796 int spellcost = 0;
1833 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
1834 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1836 1822
1837 switch(op->contr->shoottype) { 1823 switch (ob->type)
1838 case range_none: 1824 {
1839 return; 1825 case BOW:
1840
1841 case range_bow:
1842 player_fire_bow(op, dir); 1826 player_fire_bow (op, dir);
1843 return; 1827 break;
1844 1828
1845 case range_magic: /* Casting spells */ 1829 case SPELL:
1846 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);
1847 return; 1831 break;
1848 1832
1849 case range_misc: 1833 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 1834 apply_map_builder (op, dir);
1874 return; 1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1875 default: 1841 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1842 fire_misc_object (op, dir);
1877 return; 1843 break;
1878 } 1844 }
1879}
1880 1845
1881 1846 return true;
1847}
1882 1848
1883/* find_key 1849/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1854 * pl is the player,
1889 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1892 */ 1858 */
1893 1859object *
1894object * find_key(object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1895{ 1861{
1896 object *tmp,*key; 1862 object *tmp, *key;
1897 1863
1898 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1865 if (!container->inv)
1866 return 0;
1900 1867
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1904 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1906 */ 1875 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1877 break;
1909 } 1878 }
1879
1910 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1883 * a key, return
1914 */ 1884 */
1915 if (!tmp) { 1885 if (!tmp)
1886 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1917 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1890 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1920 } 1894 }
1921 } 1895 }
1896
1897 if (!tmp)
1922 if (!tmp) return NULL; 1898 return NULL;
1923 } 1899 }
1900
1924 /* 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,
1925 * see if we actually want to use it 1902 * see if we actually want to use it
1926 */ 1903 */
1927 if (pl!=container) { 1904 if (pl != container)
1905 {
1928 /* Only let players use keys in containers */ 1906 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1907 if (!pl->contr)
1908 return NULL;
1930 /* cases where this fails: 1909 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1910 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1911 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1912 * If the container is not active, return now since only active
1934 * containers can be used. 1913 * containers can be used.
1935 * If we only search keyrings and the container does not have 1914 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1915 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1916 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1917 * inv must have been an container and must have been active.
1939 * 1918 *
1940 * Change the color so that the message doesn't disappear with 1919 * Change the color so that the message doesn't disappear with
1941 * all the others. 1920 * all the others.
1942 */ 1921 */
1943 if (pl->contr->usekeys == key_inventory || 1922 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1925 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1928 return NULL;
1952 } 1929 }
1953 } 1930 }
1931
1954 return tmp; 1932 return tmp;
1955} 1933}
1956 1934
1957/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1937 * such that the caller should not do anything more,
1960 * 0 otherwise 1938 * 0 otherwise
1961 */ 1939 */
1940static int
1962static int player_attack_door(object *op, object *door) 1941player_attack_door (object *op, object *door)
1963{ 1942{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1968 */ 1946 */
1969 object *key=find_key(op, op, door); 1947 object *key = find_key (op, op, door);
1970 1948
1971 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1972 if (key) { 1950 if (key)
1951 {
1973 object *container=key->env; 1952 object *container = key->env;
1974 1953
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1977 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
1978 if (door->type == DOOR) { 1960 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1962 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1963 {
1983 "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);
1984 remove_door2(door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1966 }
1967
1986 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1970
1989 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1972 }
1992 } else if (door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1974 {
1993 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
1994 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...");
1995 return 1; 1977 return 1;
1996 } 1978 }
1979
1997 return 0; 1980 return 0;
1998} 1981}
1999 1982
2000/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2005 */ 1988 */
2006 1989bool
2007void move_player_attack(object *op, int dir) 1990move_player_attack (object *op, int dir)
2008{ 1991{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 1992 int on_battleground;
2012 mapstruct *m;
2013 1993
2014 nx=freearr_x[dir]+op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2016 1996
2017 on_battleground = op_on_battleground(op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
2018 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
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2015 * move_ob uses.
2027 */ 2016 */
2028 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2017 maptile *m = op->map->xy_find (nx, ny);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 2018
2040 mon = NULL;
2041 /* 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
2042 * 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.
2043 * 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
2044 * on the space 2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2032 }
2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2045 */ 2042 {
2046 while (tmp!=NULL) { 2043 --op->contr->weapon_sp_left;
2047 if (tmp == op) { 2044 return true;
2048 tmp=tmp->above; 2045 }
2049 continue; 2046
2047 /* The following deals with possibly attacking peaceful
2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2077 make_visible (op);
2078
2079 return true;
2080 }
2081 else
2082 return false;
2083 }
2084
2085 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't
2088 * attack them either.
2089 */
2090 if ((mon->type == PLAYER || mon->enemy != op)
2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2092 && ((op->contr->peaceful
2093 || (mon->type == PLAYER && mon->contr->peaceful))
2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2097 {
2098 --op->speed_left;
2099
2100 if (!op->contr->braced)
2101 {
2102 op->play_sound (sound_find ("push_player"));
2103 push_ob (mon, dir, op);
2050 } 2104 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2105 else
2052 mon = tmp; 2106 op->statusmsg ("You withhold your attack");
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2107
2063 if(mon->head != NULL) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2064 mon = mon->head; 2109 make_visible (op);
2065 2110
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2111 return true;
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 { 2112 }
2094 /* If we're braced, we don't want to switch places with it */ 2113 }
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2127 * 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.
2128 */ 2116 */
2129 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
2130 recursive_roll(mon,dir,op); 2123 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 2124 if (action_makes_visible (op))
2132 } 2125 make_visible (op);
2133 2126
2127 return true;
2128 }
2129 }
2134 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2135 * 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
2136 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2137 * 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
2138 * 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.
2139 */ 2135 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2138 {
2144 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 2140 {
2172 } /* if player should attack something */ 2141 --op->contr->weapon_sp_left;
2173}
2174 2142
2143 skill_attack (mon, op, 0, 0, 0);
2144
2145 if (action_makes_visible (op))
2146 make_visible (op);
2147
2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2175int move_player(object *op,int dir) { 2156move_player (object *op, int dir)
2157{
2176 int pick; 2158 int pick;
2177 2159
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 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;
2219} 2206}
2220 2207
2221/* 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
2222 * new client/server stuff. 2209 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2211 * the new speed values for commands.
2225 * 2212 *
2226 * 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.
2227 */ 2216 */
2217bool
2228int handle_newcs_player(object *op) 2218handle_newcs_player (object *op)
2229{ 2219{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2221 {
2222 if (op->speed_left > 0.f)
2223 {
2224 --op->speed_left;
2247 flee_player(op); 2225 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2226
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2227 return true;
2252 } 2228 }
2229 else
2230 return false;
2253 } 2231 }
2254 2232
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* 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
2268 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2235 * called, so we recheck it here.
2270 */ 2236 */
2271 HandleClient(&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2238 return true;
2273 2239
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2241 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2242
2284 else return 0; 2243 return false;
2285 } 2244}
2245
2246int
2247save_life (object *op)
2248{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2250 return 0;
2287}
2288 2251
2289int save_life(object *op) { 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 object *tmp; 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2254 {
2255 op->play_sound (sound_find ("ob_evaporate"));
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2257
2258 tmp->destroy ();
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2261 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp;
2263
2264 if (op->stats.food < 0)
2265 op->stats.food = 999;
2266
2267 op->update_stats ();
2293 return 0; 2268 return 1;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2299 "Your %s vibrates violently, then evaporates.",
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 } 2269 }
2270
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2274 return 0;
2317} 2275}
2318 2276
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2280 * from.
2323 */ 2281 */
2282static void
2324void remove_unpaid_objects(object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2325{ 2284{
2326 object *next;
2327
2328 while (op) { 2285 while (op)
2286 {
2329 next=op->below; /* Make sure we have a good value, in case 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 * we remove object 'op' 2288
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2290 op->insert_at (env);
2334 op->x = env->x; 2291 else if (op->inv)
2335 op->y = env->y; 2292 drop_unpaid_items (op->inv, env);
2336 if (env->type == PLAYER) 2293
2337 esrv_del_item(env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0);
2339 }
2340 else if (op->inv) remove_unpaid_objects(op->inv, env);
2341 op=next; 2294 op = next;
2342 } 2295 }
2343} 2296}
2344 2297
2298void
2299object::drop_unpaid_items ()
2300{
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303}
2345 2304
2346/* 2305/*
2347 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2352 */ 2311 */
2312const char *
2353char *gravestone_text (object *op) 2313gravestone_text (object *op)
2354{ 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 {
2355 static char buf2[MAX_BUF]; 2333 static char buf2[128];
2356 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2334 time_t now = time (NULL);
2358
2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER) {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 }
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2379 strcat (buf2, buf); 2337 }
2338
2380 return buf2; 2339 return buf;
2381} 2340}
2382 2341
2383 2342void
2384
2385void do_some_living(object *op) { 2343do_some_living (object *op)
2344{
2386 int last_food=op->stats.food; 2345 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2346 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2347 int over_hp, over_sp, over_grace;
2389 int i; 2348 int i;
2390 int rate_hp = 1200; 2349 int rate_hp = 1200;
2391 int rate_sp = 2500; 2350 int rate_sp = 2500;
2392 int rate_grace = 2000; 2351 int rate_grace = 2000;
2393 const int max_hp = 1; 2352 const int max_hp = 1;
2394 const int max_sp = 1; 2353 const int max_sp = 1;
2395 const int max_grace = 1; 2354 const int max_grace = 1;
2396 2355
2397 if (op->contr->outputs_sync) { 2356 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2357 {
2399 if (op->contr->outputs[i].buf!=NULL && 2358 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2359 /* the socket code flashes the player visible/invisible
2401 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--;
2402 } 2365 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367 {
2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2373 }
2403 2374
2404 if(op->contr->state==ST_PLAYING) { 2375 if (op->contr->ns->state == ST_PLAYING)
2405 2376 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2379 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2381 else
2382 {
2411 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2385 }
2386
2414 if(op->contr->gen_sp >= 0 ) 2387 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2389 else
2390 {
2417 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2393 }
2394
2420 if(op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2397 else
2398 {
2423 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2401 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2402
2461 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2463 if(--op->last_grace<0) { 2405 if (--op->last_grace < 0)
2406 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2466 if(max_grace>1) { 2410 if (max_grace > 1)
2411 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2413 if (over_grace > 0)
2414 {
2469 op->stats.sp += over_grace 2415 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2417 op->last_grace = 0;
2418 }
2472 } else { 2419 else
2420 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2474 } 2423 }
2475 } else { 2424 else
2425 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2427 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2429 }
2494 } 2430
2495 if(max_hp>1) { 2431 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2432 {
2504 } else { 2433 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2434 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2435 {
2507 } 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2437
2509 /* Digestion */ 2438 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2439 {
2511#ifdef COZY_SERVER 2440 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2441
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2442 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 break; 2444 {
2445 op->stats.food--;
2446
2447 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion;
2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450 op->stats.food = last_food;
2451 }
2539 } 2452 }
2453
2454 if (max_sp > 1)
2455 {
2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2474 }
2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2483 {
2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 }
2510 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2512 }
2513 }
2514
2515 /* Digestion */
2516 if (--op->last_eat < 0)
2517 {
2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2520
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--;
2526 }
2527
2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2529 {
2530 object *flesh = 0;
2531
2532 for_inv_removable (op, tmp)
2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 {
2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0);
2542
2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break;
2545 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2546 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2547 flesh = tmp;
2542 } /* end of for loop */ 2548 }
2549
2543 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2551 * eat flesh instead.
2545 */ 2552 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2554 {
2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2548 manual_apply(op,flesh,0); 2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2549 } 2567 {
2550 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2551 2570
2552 while(op->stats.food<0&&op->stats.hp>0) 2571 if (op->stats.hp < 0)
2553 op->stats.food++,op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2554 2577
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2580 kill_player (op);
2581 }
2557} 2582}
2558
2559
2560 2583
2561/* If the player should die (lack of hp, food, etc), we call this. 2584/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2585 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2587 * file.
2565 */ 2588 */
2589void
2566void kill_player(object *op) 2590kill_player (object *op)
2567{ 2591{
2592 int x, y;
2568 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2569 int x,y,i;
2570 mapstruct *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2571 int z;
2572 int num_stats_lose;
2573 int lost_a_stat;
2574 int lose_this_stat;
2575 int this_stat;
2576 int will_kill_again; 2595 int will_kill_again;
2577 archetype *at; 2596 archetype *at;
2578 object *tmp; 2597 object *tmp;
2579 2598
2580 if(save_life(op)) 2599 if (save_life (op))
2581 return; 2600 return;
2582 2601
2583
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2605 */
2588 if (op_on_battleground(op, &x, &y)) { 2606 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2607 {
2590 "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 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...");
2592 "Local medics have saved your life..."); 2610
2593
2594 /* restore player */ 2611 /* restore player */
2595 at = find_archetype("poisoning"); 2612 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2614 {
2598 remove_ob(tmp); 2615 tmp->destroy ();
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2601 } 2621 {
2602 2622 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2624 }
2610 2625
2611 cure_disease(op,0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2628 if (op->stats.food <= 0)
2614 2629 op->stats.food = 999;
2630
2615 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 {
2619 sprintf(buf,"%s's finger", &op->name);
2620 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level),
2624 op->contr->killer);
2625 tmp->msg=buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0;
2627 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 } 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);
2631 2645 }
2646
2632 /* teleport defeated player to new destination*/ 2647 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2649 op->contr->braced = 0;
2635 return; 2650 return;
2636 } 2651 }
2637 2652
2638 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2639 2654
2640 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2641 2656
2642 if(op->stats.food<0) { 2657 op->contr->play_sound (sound_find ("player_dies"));
2643 if (op->contr->explore) {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name);
2650 strcpy(op->contr->killer,"starvation");
2651 }
2652 else {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name);
2660 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662 2658
2663 /* save the map location for corpse, gravestone*/ 2659 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2665 2663
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2667 */
2672 2668
2673 /* Basically two ways to go - remove a stat permanently, or just 2669 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2670 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2671 * of death.
2676 */ 2672 */
2677#ifndef COZY_SERVER 2673#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2674 if (settings.balanced_stat_loss)
2675 {
2679 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2678 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2681 little bit harder. */
2685 /* GD */ 2682 /* GD */
2686 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2684 num_stats_lose = 1;
2692 } 2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2687 }
2688 else
2689 num_stats_lose = 1;
2690
2693 lost_a_stat = 0; 2691 lost_a_stat = 0;
2694 2692
2695 for (z=0; z<num_stats_lose; z++) { 2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2696 i = RANDOM() % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2697 2696
2698 if (settings.stat_loss_on_death) { 2697 if (settings.stat_loss_on_death)
2698 {
2699 /* 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
2700 * what he lost. 2700 * what he lost.
2701 */ 2701 */
2702 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2707 lost_a_stat = 1;
2708 } else { 2708 }
2709 else
2710 {
2709 /* deplete a stat */ 2711 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2712 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2712 2717 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2718 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2719 insert_ob_in_ob (dep, op);
2717 } 2720 }
2718 lose_this_stat = 1; 2721 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2722 if (settings.balanced_stat_loss)
2723 {
2720 /* GD */ 2724 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2725 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2726 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2727 if (this_stat < 0)
2728 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2730 int keep_chance = this_stat * this_stat;
2731
2726 /* Yes, I am paranoid. Sue me. */ 2732 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2733 if (keep_chance < 1)
2728 keep_chance = 1; 2734 keep_chance = 1;
2729 2735
2730 /* There is a maximum depletion total per level. */ 2736 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2732 lose_this_stat = 0; 2739 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2740 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2741 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2742 }
2744 } 2743 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2744 {
2754 if (this_stat>=-50) { 2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
2760 } 2750 }
2761 } 2751 }
2762 } 2752 }
2763 } 2753
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2754 if (lose_this_stat)
2766 { 2755 {
2767 /* determine_god() seems to not work sometimes... why is this? 2756 this_stat = get_attr_value (&(dep->stats), i);
2768 Should I be using something else? GD */ 2757 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2758 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2759 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2760 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2761 * difference.
2773 " you.", god); 2762 */
2763 if (this_stat >= -50)
2774 else 2764 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2765 change_attr_value (&(dep->stats), i, -1);
2776 " feel a holy presence protecting you."); 2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats ();
2769 lost_a_stat = 1;
2770 }
2777 } 2771 }
2772 }
2773 }
2774
2775 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat)
2777 {
2778 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */
2780 const char *god = determine_god (op);
2781
2782 if (god && (strcmp (god, "none")))
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786 }
2787#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2778#endif 2789#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2790
2782 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2792 * exp loss on the stone.
2784 */ 2793 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2795 tmp->name = format ("%s's gravestone", &op->name);
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2789 "who was killed\n" 2798 &op->name, op->contr->title, op->contr->killer_name ());
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2801
2797 /**************************************/ 2802 /**************************************/
2798 /* */ 2803 /* */
2799 /* Subtract the experience points, */ 2804 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2805 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2806 /* food, and reset HP's... */
2802 /* */ 2807 /* */
2803 /**************************************/ 2808 /**************************************/
2804 2809
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2810 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2811 /* restore player */
2807 at = find_archetype("poisoning"); 2812 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2813 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2814
2810 remove_ob(tmp); 2815 if (tmp)
2811 free_object(tmp); 2816 {
2817 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2819 }
2814 2820
2815 at = find_archetype("confusion"); 2821 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2823 if (tmp)
2818 remove_ob(tmp); 2824 {
2819 free_object(tmp); 2825 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2827 }
2828
2822 cure_disease(op,0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2823 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
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2844 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2827 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2852
2831 /* 2853 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2855 * and put them back in the map.
2834 * in the map. 2856 */
2835 */ 2857 op->drop_unpaid_items ();
2836 2858
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/ 2859 /****************************************/
2841 /* */ 2860 /* */
2842 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2844 /* */ 2863 /* */
2845 /****************************************/ 2864 /****************************************/
2846 2865
2847 enter_player_savebed(op); 2866 enter_player_savebed (op);
2848 2867
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2868 op->contr->braced = 0;
2853 save_player(op,1);
2854 2869
2855 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2873 * on the space that might harm the player.
2859 */ 2874 */
2860 will_kill_again=0; 2875 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
2864 } 2879
2865 if (will_kill_again) { 2880 if (will_kill_again)
2881 {
2866 object *force; 2882 object *force;
2867 int at; 2883 int at;
2868 2884
2869 force=get_archetype(FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2887 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2888 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2890 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2892 force->resist[at] = 100;
2893
2894 insert_ob_in_ob (force, op);
2895 op->update_stats ();
2896 }
2897
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2899}
2900
2901void
2902loot_object (object *op)
2903{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next;
2905
2906 op->close_container (); /* close open sack first */
2907
2908 for (tmp = op->inv; tmp; tmp = next)
2909 {
2910 next = tmp->below;
2911
2912 if (tmp->invisible)
2913 continue;
2914
2915 tmp->remove ();
2916 tmp->x = op->x, tmp->y = op->y;
2917
2918 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */
2920
2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 {
2923 if (tmp->nrof > 1)
2924 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 } 2927 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2928 else
2936 delete_character(op->name,1); 2929 tmp->destroy ();
2937 } 2930 }
2938 } 2931 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2933 }
2980} 2934}
2981 2935
2982/* 2936/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2939 * was changed.
2986 */ 2940 */
2987 2941void
2988void fix_weight(void) { 2942fix_weight (void)
2989 player *pl; 2943{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2945 {
2992 if(old == sum) 2946 sint32 old = pl->ob->carrying;
2993 continue; 2947
2994 fix_player(pl->ob); 2948 pl->ob->update_weight ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949
2996 &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 }
2997 } 2955 }
2998} 2956}
2999 2957
2958void
3000void fix_luck(void) { 2959fix_luck (void)
3001 player *pl; 2960{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2961 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2963 pl->ob->change_luck (0);
3005} 2964}
3006
3007 2965
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3011 */ 2969 */
3012
3013void 2970void
3014cast_dust (object * op, object * throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3015{ 2972{
3016 object *skop, *spob; 2973 object *skop, *spob;
3017 2974
3018 skop = find_skill_by_name (op, throw_ob->skill); 2975 skop = find_skill_by_name (op, throw_ob->skill);
3019 2976
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2977 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 2979 {
3023 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);
3024 &op->name);
3025 return; 2981 return;
3026 } 2982 }
3027 2983
3028 spob = throw_ob->inv; 2984 spob = throw_ob->inv;
3029 2985
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2986 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031 // not pass NULL to cast_spell (which did indeed check itself, but 2987 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO) 2988 // errors should be reported as early as possible IMHO)
3033 if (!spob) 2989 if (!spob)
3034 { 2990 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2991 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 &throw_ob->name, &op->name);
3037 return; 2992 return;
3038 } 2993 }
3039 2994
3040 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3041 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);
3042 2997
3043 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3044 2999
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3000 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3001}
3049 3002
3003void
3050void make_visible (object *op) { 3004make_visible (object *op)
3051 op->hide = 0; 3005{
3006 op->flag [FLAG_HIDDEN] = 0;
3052 op->invisible = 0; 3007 op->invisible = 0;
3008
3053 if(op->type==PLAYER) { 3009 if (op->type == PLAYER)
3010 {
3054 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3056 } 3013 }
3014
3057 update_object(op,UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3058} 3016}
3059 3017
3018int
3060int is_true_undead(object *op) { 3019is_true_undead (object *op)
3061 object *tmp=NULL; 3020{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3064 3023
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3024 return 0;
3070} 3025}
3071 3026
3072/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3029 * indicate greater hideability.
3075 */ 3030 */
3076 3031int
3077int hideability(object *ob) { 3032hideability (object *ob)
3033{
3078 int i,level=0, mflag; 3034 int i, level = 0, mflag;
3079 sint16 x,y; 3035 sint16 x, y;
3080 3036
3081 if(!ob||!ob->map) return 0; 3037 if (!ob || !ob->map)
3038 return 0;
3082 3039
3083 /* so, on normal lighted maps, its hard to hide */ 3040 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3041 level = ob->map->darkness - 2;
3085 3042
3086 /* this also picks up whether the object is glowing. 3043 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3090 3048
3091 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3092 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3059 level += 2;
3097 else /* open terrain! */ 3060 else /* open terrain! */
3098 level -= 1; 3061 level -= 1;
3099 } 3062 }
3100 3063
3101#if 0 3064#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3066#endif
3104 return level; 3067 return level;
3105} 3068}
3106 3069
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3074 */
3112 3075void
3113void do_hidden_move (object *op) { 3076do_hidden_move (object *op)
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3077{
3115 object *skop; 3078 int hide = 0;
3116 3079
3117 if(!op || !op->map) return; 3080 if (!op || !op->map)
3081 return;
3118 3082
3119 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);
3120 3085
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3087 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3088 if (!skop || num >= skop->level)
3089 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3091 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3092 return;
3135 "You moved out of hiding! You are visible!");
3136 } 3093 }
3094 else
3095 num += 20;
3096
3097 num += op->map->difficulty;
3098 hide = hideability (op); /* modify by terrain hidden level */
3099 num -= hide;
3100
3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 {
3103 make_visible (op);
3104
3105 if (op->type == PLAYER)
3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3107 }
3137 else if (op->type == PLAYER && skop) { 3108 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 3110}
3141 3111
3142/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3143 3113
3114int
3144int stand_near_hostile( object *who ) { 3115stand_near_hostile (object *who)
3116{
3145 object *tmp=NULL; 3117 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3119 maptile *m;
3148 sint16 x,y; 3120 sint16 x, y;
3149 3121
3150 if(!who) return 0; 3122 if (!who)
3123 return 0;
3151 3124
3152 if(who->type==PLAYER) player=1; 3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3130
3155 /* search adjacent squares */ 3131 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3132 for (i = 1; i < 9; i++)
3133 {
3157 x = who->x+freearr_x[i]; 3134 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3135 y = who->y + freearr_y[i];
3159 m = who->map; 3136 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3138 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3139 * blocked, don't need to check this space.
3163 */ 3140 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 3144 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3145
3168 if((player||friendly) 3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149 return 1;
3150 else if (tmp->type == PLAYER)
3151 {
3152 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1; 3154 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3155 }
3177 } 3156 }
3178 } 3157 }
3179 return 0; 3158 return 0;
3180} 3159}
3181 3160
3182/* check the player los field for viewability of the 3161/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3191 * 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.
3192 * -b.t. 3171 * -b.t.
3193 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3194 */ 3173 */
3195 3174int
3196int player_can_view (object *pl,object *op) { 3175player_can_view (object *pl, object *op)
3176{
3197 rv_vector rv; 3177 rv_vector rv;
3198 int dx,dy; 3178 int dx, dy;
3199 3179
3200 if(pl->type!=PLAYER) { 3180 if (pl->type != PLAYER)
3181 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3183 return -1;
3203 } 3184 }
3204 if (!pl || !op) return 0;
3205 3185
3206 if(op->head) { op = op->head; } 3186 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 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;
3230} 3217}
3231 3218
3232/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3221 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3222 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3223 * return 0.
3237 */ 3224 */
3225int
3238int action_makes_visible (object *op) { 3226action_makes_visible (object *op)
3239 3227{
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3231 return 0;
3243 3232
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3245 3235
3246 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3247 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 {
3248 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");
3249 return 1; 3240 return 1;
3250 } 3241 }
3251 } 3242 }
3243
3252 return 0; 3244 return 0;
3253} 3245}
3254 3246
3255/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3250 * -exit-coord. (and if x, y not NULL)
3259 * 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
3260 * 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
3261 * 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
3262 */ 3254 */
3255int
3263int op_on_battleground (object *op, int *x, int *y) { 3256op_on_battleground (object *op, int *x, int *y)
3264 object *tmp; 3257{
3265
3266 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3267 * 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),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3275 strcmp(tmp->name, "battleground")==0 && 3269 && tmp->type == BATTLEGROUND
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3273 /* before we assign the exit, check if this is a teambattle */
3278 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))
3279 object *invtmp; 3275 {
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3277 {
3281 if(invtmp->type==FORCE && invtmp->slaying && 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3279 {
3283 if (x != NULL && y != NULL) 3280 if (x && y)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3285 return 1; 3283 return 1;
3284 }
3286 } 3285 }
3287 } 3286 }
3288 } 3287
3289 if (x != NULL && y != NULL) 3288 if (x && y)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3291 return 1; 3291 return 1;
3292 }
3292 } 3293 }
3293 }
3294 } 3294 }
3295
3295 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3296 return 0; 3297 return 0;
3297} 3298}
3298 3299
3299/* 3300/*
3303 * attributes: 3304 * attributes:
3304 * object *who the dragon player 3305 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3306 * int atnr the attack-number of the ability focus
3306 * int level ability level 3307 * int level ability level
3307 */ 3308 */
3309void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3310dragon_ability_gain (object *who, int atnr, int level)
3311{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3312 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3313 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3314 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3315 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3317 int i = 0, j = 0;
3315 3318
3316 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325 3328
3326 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3330 return;
3331
3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3333
3334 if (!tr || !tr->item)
3335 {
3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3337 return;
3338 }
3339
3340 /* everything seems okay - now bring on the gift: */
3341 item = tr->item;
3342
3343 if (item->type == SPELL)
3344 {
3345 if (check_spell_known (who, item->name))
3327 return; 3346 return;
3328 3347
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3348 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3330 tr = tr->next, i++); 3349 do_learn_spell (who, item, 0);
3331 3350 return;
3332 if (tr == NULL || tr->item == NULL) { 3351 }
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352
3353 /* grant direct spell */
3354 if (item->type == SPELLBOOK)
3355 {
3356 if (!item->inv)
3357 {
3358 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3359 return;
3360 }
3361 if (check_spell_known (who, item->inv->name))
3334 return; 3362 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3363 if (item->invisible)
3364 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3366 do_learn_spell (who, item->inv, 0);
3360 return; 3367 return;
3361 } 3368 }
3362 } 3369 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3364 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 {
3365 3374
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3375 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * 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
3368 * 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,
3369 * but not all of them, he gets nothing. 3378 * but not all of them, he gets nothing.
3370 */ 3379 */
3371 if (!(skop->attacktype & item->attacktype)) { 3380 if (!(skop->attacktype & item->attacktype))
3381 {
3372 /* Give new attacktype */ 3382 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3383 skop->attacktype |= item->attacktype;
3374 3384
3375 /* always add physical if there's none */ 3385 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3386 skop->attacktype |= AT_PHYSICAL;
3377 3387
3378 if (item->msg != NULL) 3388 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3390
3381 /* Give player new face */ 3391 /* Give player new face */
3382 if (item->animation_id) { 3392 if (item->animation_id)
3393 {
3383 who->face = skop->face; 3394 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3395 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3396 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3397 who->last_anim = 0;
3387 who->state = 0; 3398 who->state = 0;
3388 animate_object(who, who->direction); 3399 animate_object (who, who->direction);
3389 } 3400 }
3390 } 3401 }
3391 } 3402 }
3392 } 3403 }
3393 else if (item->type == FORCE) { 3404 else if (item->type == FORCE)
3405 {
3394 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3407 object *skin;
3408
3396 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3397 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)
3398 skin=skin->below); 3411 ;
3399 if (skin == NULL) return; 3412
3400 3413 if (!skin)
3414 return;
3415
3401 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3420
3405 /* print message */ 3421 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3422 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3424 {
3408 if(item->path_attuned & (1<<i)) { 3425 if (item->path_attuned & (1 << i))
3426 {
3409 if (j) 3427 if (j)
3410 strcat(buf," and "); 3428 strcat (buf, " and ");
3411 else 3429 else
3412 j = 1; 3430 j = 1;
3413 strcat(buf, spellpathnames[i]); 3431 strcat (buf, spellpathnames[i]);
3414 } 3432 }
3415 } 3433 }
3416 strcat(buf,"."); 3434 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3436 }
3419 3437
3420 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3445
3428 /* print message if there is one */ 3446 /* print message if there is one */
3429 if (item->msg != NULL) 3447 if (item->msg != NULL)
3430 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
3431 } 3451 {
3432 else {
3433 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3437 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp);
3439 } 3456 }
3440} 3457}
3441 3458
3442/** 3459/**
3443 * 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
3444 * not readied. 3461 * not readied.
3445 */ 3462 */
3463void
3446void player_unready_range_ob(player *pl, object *ob) { 3464player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3448 3468
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3469 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3470 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3471
3452 if (pl->shoottype == i) { 3472 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3473 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 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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