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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.173 by root, Mon Nov 5 23:20:49 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 <crossfire@schmorp.de>
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, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
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;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 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); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
122 { 308 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 309 case SKILL:
124 break; 310 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; 311 break;
167 } 312
168 strncat(news+size,buf,HUGE_BUF-size); 313 case WAND:
169 size+=strlen(buf); 314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
170 } 323 }
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}
180 324
181int playername_ok(const char *cp) { 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */
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} 326}
190 327
191/* This no longer sets the player map. Also, it now updates 328void
192 * all the pointers so the caller doesn't need to do that. 329player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 330{
194 */ 331 observe = op ? op : ob;
332 do_los = 1;
333}
195 334
196/* Redo this to do both get_player_ob and get_player. 335player::player ()
197 * Hopefully this will be less bugfree and simpler. 336{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234
235 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 338 * we deal with that below this point.
237 */ 339 */
238 p->party=NULL; 340 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 343
244#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 345
246#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
247 366 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
249 369 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 370
259 roll_stats(op); 371 ob = observe = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 372}
301 373
302 374player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 375{
306 strcpy(op->contr->maplevel, first_map_path); 376 /* Clear item stack */
307 op->x = -1; 377 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 378}
311 379
312/* Tries to add player on the connection passwd in ns. 380/* 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 381 * All we can really get in this is some settings like host and display
314 * mode. 382 * mode.
315 */ 383 */
384player *
385player::create ()
386{
387 player *pl = new player;
316 388
317int add_player(NewSocket *ns) { 389 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 390
320 p=get_player(NULL); 391 pl->ob->roll_stats ();
321 p->socket = *ns; 392 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 393 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 394
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); 395 set_first_map (pl->ob);
332 396
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; 397 return pl;
340} 398}
341 399
342/* 400/*
343 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
346 */ 404 */
405archetype *
347archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
348{ 407{
349 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
350 for (;;) { 410 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 } 411 {
362} 412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
363 416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420}
364 421
422object *
365object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
366 object *op = NULL; 425 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 426 objectlink *ol;
369 unsigned lastdist; 427 unsigned lastdist;
370 rv_vector rv; 428 rv_vector rv;
371 429
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 433 continue;
399 434
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 435 if (lastdist > rv.distance)
409 op=pl->ob; 436 {
437 op = ol->ob;
410 lastdist=rv.distance; 438 lastdist = rv.distance;
439 }
411 } 440 }
412 } 441
413 } 442 for_all_players (pl)
443 if (can_detect_enemy (mon, pl->ob, &rv))
444 if (lastdist > rv.distance)
445 {
446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
414#if 0 450#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 452#endif
417 return op; 453 return op;
418} 454}
419 455
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 456/* 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 457 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 474 * is probably not a good thing.
439 */ 475 */
440#define MAX_SPACES 50 476#define MAX_SPACES 50
441
442 477
443/* 478/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * 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. 494 * 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, 495 * 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 496 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 497 * is blocking itself.
463 */ 498 */
499int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
465 rv_vector rv; 502 rv_vector rv;
466 sint16 x,y; 503 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
469 506
470 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
471 508
472 if (rv.distance<mindiff) return 0; 509 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 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);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 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);
491
492 /* Space is blocked - try changing direction a little */
493 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)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * 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
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 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);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
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;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
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 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 510 return 0;
725}
726 511
727void confirm_password(object *op) { 512 x = mon->x;
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 518
729 op->contr->write_buf[0]='\0'; 519 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 520 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 521 return 0;
732}
733 522
523 while (diff > 1 && max > 0)
524 {
525 lastx = x;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530
531 mflags = get_map_flags (m, &m, x, y, &x, &y);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533
534 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
538 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before.
540 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
542 if (rv.direction != dir)
543 {
544 /* OK - says direction should be different - lets reset the
545 * the values so it will try again.
546 */
547 x = lastx;
548 y = lasty;
549 m = lastmap;
550 dir = firstdir = rv.direction;
551 }
552 else
553 {
554 /* direct path is blocked - try taking a side step to
555 * either the left or right.
556 * Note increase the values in the loop below to be
557 * more than -1/1 respectively will mean the monster takes
558 * bigger detour. Have to be careful about these values getting
559 * too big (3 or maybe 4 or higher) as the monster may just try
560 * stepping back and forth
561 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
565 continue; /* already did this, so skip it */
566 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in
568 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance,
571 * gets blocked, finds that it should move north,
572 * can't do that, but now finds it can move east, and
573 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully
575 * moved.
576 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap;
581 mflags = get_map_flags (m, &m, x, y, &x, &y);
582 if (mflags & P_OUT_OF_MAP)
583 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
587 if (mflags & P_BLOCKSVIEW)
588 continue;
589
590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
592 }
593 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path.
595 */
596 if (i == (DETOUR_AMOUNT + 1))
597 return 0;
598 diff--;
599 lastdir = dir;
600 max--;
601 if (!firstdir)
602 firstdir = dir + i;
603 } /* else check alternate directions */
604 } /* if blocked */
605 else
606 {
607 /* we moved towards creature, so diff is less */
608 diff--;
609 max--;
610 lastdir = dir;
611 if (!firstdir)
612 firstdir = dir;
613 }
614
615 if (diff <= 1)
616 {
617 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance.
619 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 }
623
624 if (diff > max)
625 return 0;
626 }
627
628 /* If we reached the max, didn't find a direction in time */
629 if (!max)
630 return 0;
631
632 return firstdir;
633}
634
635void
636give_initial_items (object *pl, treasurelist * items)
637{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642
643 for (op = pl->inv; op; op = next)
644 {
645 next = op->below;
646
647 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way
649 */
650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
651 SET_FLAG (op, FLAG_APPLIED);
652
653 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions
655 */
656 if (pl->type == PLAYER)
657 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
659 (op->type == ARMOUR || op->type == BOOTS ||
660 op->type == CLOAK || op->type == HELMET ||
661 op->type == SHIELD || op->type == GLOVES ||
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663 {
664 op->destroy ();
665 continue;
666 }
667 }
668
669 /* This really needs to be better - we should really give
670 * a substitute spellbook. The problem is that we don't really
671 * have a good idea what to replace it with (need something like
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */
675 if (op->type == SPELLBOOK || op->type == SKILL)
676 {
677 object *tmp;
678
679 for (tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 {
685 op->destroy ();
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
687 continue;
688 }
689
690 if (op->nrof > 1)
691 op->nrof = 1;
692 }
693
694 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698
699 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be
701 * merged properly.
702 */
703 if (need_identify (op))
704 {
705 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED);
708 }
709 if (op->type == SPELL)
710 {
711 op->destroy ();
712 continue;
713 }
714 else if (op->type == SKILL)
715 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0;
718 op->level = 1;
719 }
720 /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */
724
725 /* Need to set up the skill pointers */
726 link_player_skills (pl);
727}
728
729void
734void get_party_password(object *op, partylist *party) { 730get_party_password (object *op, partylist *party)
731{
735 if (party == NULL) { 732 if (party == NULL)
733 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 734 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 735 return;
738 } 736 }
737
739 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 741 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 742}
744
745 743
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 744/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
745static int
747int roll_stat(void) { 746roll_stat (void)
747{
748 int a[4],i,j,k; 748 int a[4], i, j, k;
749 749
750 for(i=0;i<4;i++) 750 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 751 a[i] = (int) rndm (6) + 1;
752 752
753 for(i=0,j=0,k=7;i<4;i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 754 if (a[i] < k)
755 k=a[i],j=i; 755 k = a[i], j = i;
756 756
757 for(i=0,k=0;i<4;i++) { 757 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 758 if (i != j)
759 k+=a[i]; 759 k += a[i];
760 } 760
761 return k; 761 return k;
762} 762}
763 763
764void roll_stats(object *op) { 764void
765object::roll_stats ()
766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
765 int sum=0; 771 int sum = 0;
766 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
768 774
769 do { 775 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 776 break;
771 op->stats.Dex=roll_stat(); 777 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 778
782 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 780 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 781
791 /* a quick and dirty bubblesort? */ 782 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 783 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 784
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 785 stats.exp = 0;
822 op->stats.ac=0; 786 stats.ac = 0;
823 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
824 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
827 797
828 fix_player(op); 798 contr->orig_stats = stats;
799 }
800}
801
802void
803object::swap_stats (int a, int b)
804{
805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806
807 for (int i = 0; i < NUM_STATS; ++i)
808 stats.stat (i) = contr->orig_stats.stat (i);
809
810 //TODO: the following code looks so borked and should, at the very least,
811 // be merged with the similar code in roll_stats
812 stats.ac = 0;
813
814 level = 1;
815 stats.exp = 0;
816 stats.ac = 0;
817
829 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
832 op->contr->orig_stats=op->stats; 828 contr->orig_stats = stats;
829 }
833} 830}
834 831
835void Roll_Again(object *op) 832static void
833start_info (object *op)
836{ 834{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 835 char buf[MAX_BUF];
845 836
846 if ( op->contr->Swap_First == -1 ) { 837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 841}
954 842
955/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
959 * not the class. 847 * not the class.
960 */ 848 */
961 849void
962int key_change_class(object *op, char key) 850player::chargen_race_done ()
963{ 851{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
978 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
980 861
981 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
982 863
983 if (op->msg) { 864 if (ob->msg)
984 free_string(op->msg); 865 ob->msg = 0;
985 op->msg=NULL;
986 }
987 866
988 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
989 * to save here. 868 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op);
1002 fix_player(op);
1003
1004 /* This moves the player to a different start map, if there
1005 * is one for this race
1006 */
1007 if(*first_map_ext_path) {
1008 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026
1027 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above.
1029 */ 869 */
1030 870 {
1031 tmp_loop = 0;
1032 while(!tmp_loop) {
1033 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y;
1035 remove_statbonus(op);
1036 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op);
1039 op->instantiate ();
1040 op->stats = op->contr->orig_stats;
1041 free_string (op->name);
1042 op->name = name;
1043 free_string(op->name_pl);
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 }
1056 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op);
1059 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066}
1067
1068int key_confirm_quit(object *op, char key)
1069{
1070 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 873 make_path_to_file (buf);
1102 next = mp->next; 874 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 875
1104 delete_map(mp); 876 start_info (ob);
1105 } 877 CLEAR_FLAG (ob, FLAG_WIZ);
1106 878 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob);
881 ob->update_stats ();
882
883 /* This moves the player to a different start map, if there
884 * is one for this race
885 */
886 if (*first_map_ext_path)
1108 } 887 {
1109 play_again(op); 888 object *tmp;
1110 return 1; 889 char mapname[MAX_BUF];
1111}
1112 890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else
902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
904
905void
906player::chargen_race_next ()
907{
908 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above.
910 */
911
912 do
913 {
914 shstr name = ob->name;
915 int x = ob->x, y = ob->y;
916
917 ob->remove_statbonus ();
918 ob->remove ();
919 ob->arch = get_player_archetype (ob->arch);
920 ob->arch->copy_to (ob);
921 ob->instantiate ();
922 ob->stats = ob->contr->orig_stats;
923 ob->name = ob->name_pl = name;
924 ob->x = x;
925 ob->y = y;
926 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (ob->contr->title, ob->arch->object::name);
929 ob->add_statbonus ();
930 }
931 while (!allowed_class (ob));
932
933 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, ob, ob);
935 ob->update_stats ();
936 ob->stats.hp = ob->stats.maxhp;
937 ob->stats.sp = ob->stats.maxsp;
938 ob->stats.grace = 0;
939}
940
941void
1113void flee_player(object *op) { 942flee_player (object *op)
943{
1114 int dir,diff; 944 int dir, diff;
1115 rv_vector rv; 945 rv_vector rv;
1116 946
1117 if(op->stats.hp < 0) { 947 if (op->stats.hp < 0)
948 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 949 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 950 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 951 return;
1121 } 952 }
1122 953
1123 if(op->enemy==NULL) { 954 if (op->enemy == NULL)
955 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 956 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 958 return;
1127 } 959 }
1128 960
1129 /* Seen some crashes here. Since we don't store an 961 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 962 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 963 * actual enemy, and the object is recycled.
1132 */ 964 */
1133 if (op->enemy->map == NULL) { 965 if (op->enemy->map == NULL)
966 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 967 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 968 op->enemy = NULL;
1136 return; 969 return;
1137 } 970 }
1138 971
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 972 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 {
1140 op->enemy=NULL; 974 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 976 return;
1143 } 977 }
978
1144 get_rangevector(op, op->enemy, &rv, 0); 979 get_rangevector (op, op->enemy, &rv, 0);
1145 980
1146 dir=absdir(4+rv.direction); 981 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 982 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 983 {
984 int m = 1 - (RANDOM () & 2);
985
986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
987 return;
988 }
989
1154 /* Cornered, get rid of scared */ 990 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 992 op->enemy = NULL;
1157} 993}
1158
1159 994
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 996 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 997 * stop.
1163 */ 998 */
999int
1164int check_pick(object *op) { 1000check_pick (object *op)
1001{
1165 object *tmp, *next; 1002 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1003 int stop = 0;
1168 int j, k, wvratio; 1004 int wvratio;
1169 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1170
1171 1006
1172 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1174 return 1; 1009 return 1;
1175 1010
1176 op_tag = op->count;
1177
1178 next = op->below; 1011 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1012
1182 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1014 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1015 while (next && !next->destroyed ())
1185 { 1016 {
1186 tmp = next; 1017 tmp = next;
1187 next = tmp->below; 1018 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1019
1191 if (was_destroyed (op, op_tag)) 1020 if (op->destroyed ())
1192 return 0; 1021 return 0;
1193 1022
1194 if ( ! can_pick (op, tmp)) 1023 if (!can_pick (op, tmp))
1195 continue; 1024 continue;
1196 1025
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1027 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1028 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1029 pick_up (op, tmp);
1201 continue; 1030 continue;
1202 } 1031 }
1203 1032
1204 /* high not bit set? We're using the old autopickup model */ 1033 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1034 if (!(op->contr->mode & PU_NEWMODE))
1035 {
1206 switch (op->contr->mode) { 1036 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1037 {
1208 case 1: pick_up (op, tmp); 1038 case 0:
1209 return 1; 1039 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1040 case 1:
1211 return 0; 1041 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1042 return 1;
1213 case 4: pick_up (op, tmp); 1043 case 2:
1214 break; 1044 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1045 return 0;
1216 stop = 1; 1046 case 3:
1217 break; 1047 return 0; /* stop before pickup */
1218 case 6: 1048 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1049 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1050 break;
1221 pick_up(op, tmp); 1051 case 5:
1222 break; 1052 pick_up (op, tmp);
1053 stop = 1;
1054 break;
1055 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1057 pick_up (op, tmp);
1058 break;
1223 1059
1224 case 7: 1060 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1061 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1062 pick_up (op, tmp);
1227 break; 1063 break;
1228 1064
1229 default: 1065 default:
1230 /* use value density */ 1066 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1069 pick_up (op, tmp);
1234 >= op->contr->mode) 1070 }
1235 pick_up(op,tmp); 1071 }
1236 } 1072 else
1237 } 1073 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1074 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1075 if (op->contr->mode & PU_DEBUG)
1241 { 1076 {
1242 /* some debugging code to figure out item information */ 1077 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1078 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1081 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1084
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1086 }
1252 1087
1253 sprintf(putstring,"...flags: "); 1088 /* philosophy:
1254 for(k=0;k<4;k++) 1089 * It's easy to grab an item type from a pile, as long as it's
1255 { 1090 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1091 * and selections, select-items should be used. This is a
1257 { 1092 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1093 * example.
1259 { 1094 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1095 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1096 * convert to decimal and then 'pickup <#>
1262 } 1097 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1098
1099 /* the first two modes are exclusive: if NOTHING we return, if
1100 * STOP then we stop. All the rest are applied sequentially,
1101 * meaning if any test passes, the item gets picked up. */
1102
1103 /* if mode is set to pick nothing up, return */
1104
1105 if (op->contr->mode & PU_NOTHING)
1106 return 1;
1107
1108 /* if mode is set to stop when encountering objects, return */
1109 /* take STOP before INHIBIT since it doesn't actually pick
1110 * anything up */
1111
1112 if (op->contr->mode & PU_STOP)
1113 return 0;
1114
1115 /* useful for going into stores and not losing your settings... */
1116 /* and for battles wher you don't want to get loaded down while
1117 * fighting */
1118 if (op->contr->mode & PU_INHIBIT)
1119 return 1;
1120
1121 /* prevent us from turning into auto-thieves :) */
1122 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1123 continue;
1124
1125 /* ignore known cursed objects */
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1127 continue;
1128
1129 /* all food and drink if desired */
1130 /* question: don't pick up known-poisonous stuff? */
1131 if (op->contr->mode & PU_FOOD)
1132 if (tmp->type == FOOD)
1133 {
1134 pick_up (op, tmp);
1135 continue;
1136 }
1137
1138 if (op->contr->mode & PU_DRINK)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1140 {
1141 pick_up (op, tmp);
1142 continue;
1143 }
1144
1145 if (op->contr->mode & PU_POTION)
1146 if (tmp->type == POTION)
1147 {
1148 pick_up (op, tmp);
1149 continue;
1150 }
1151
1152 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL)
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL)
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 if (op->contr->mode & PU_VALUABLES)
1191 {
1192 if (tmp->type == MONEY || tmp->type == GEM)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197 }
1198
1199 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON)
1283 {
1284 if (tmp->type == WEAPON && tmp->name != NULL)
1285 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292 }
1293
1294 if (tmp->type == WEAPON && tmp->name == NULL)
1295 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301 }
1302 }
1303
1304 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */
1314 if (op->contr->mode & PU_RATIO)
1315 {
1316 /* use value density to decide what else to grab */
1317 /* >=7 was >= op->contr->mode */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits
1319 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322 {
1323 pick_up (op, tmp);
1267#if 0 1324#if 0
1268 /* print the flags too */ 1325 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1326 if (tmp->name != NULL)
1270 { 1327 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1328 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1329 }
1273 { 1330 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1334#endif
1335 continue;
1336 }
1337 }
1338 } /* the new pickup model */
1280 } 1339 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1340
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1341 return !stop;
1444} 1342}
1445 1343
1446/* 1344/*
1447 * Find an arrow in the inventory and after that 1345 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1346 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1347 * found object is returned.
1450 */ 1348 */
1349object *
1451object *find_arrow(object *op, const char *type) 1350find_arrow (object *op, const char *type)
1452{ 1351{
1453 object *tmp = NULL; 1352 object *tmp = 0;
1454 1353
1455 for(op=op->inv; op; op=op->below) 1354 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1459 else if (op->type==ARROW && op->race==type) 1357 else if (op->type == ARROW && op->race == type)
1460 return op; 1358 return splay (op);
1359
1461 return tmp; 1360 return tmp;
1462} 1361}
1463 1362
1464/* 1363/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1365 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1366 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1367 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1368 */
1470 1369object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1370find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1371{
1473 object *tmp = NULL, *arrow, *ntmp; 1372 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1373 int attacknum, attacktype, betterby = 0, i;
1475 1374
1476 if (!type) 1375 if (!type)
1477 return NULL; 1376 return NULL;
1478 1377
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1378 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1379 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1380 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1381 {
1382 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1383 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1384 if (i > betterby)
1485 tmp = ntmp; 1385 {
1486 betterby = i; 1386 tmp = ntmp;
1487 } 1387 betterby = i;
1388 }
1389 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1390 else if (arrow->type == ARROW && arrow->race == type)
1391 {
1489 /* allways prefer assasination/slaying */ 1392 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1394 {
1492 if (arrow->attacktype & AT_DEATH) { 1395 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1396 {
1494 return arrow; 1397 *better = 100;
1495 } else { 1398 return arrow;
1496 tmp = arrow; 1399 }
1400 else
1401 {
1402 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1403 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1404 }
1499 } else { 1405 }
1406 else
1407 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1409 {
1501 attacktype = 1<<attacknum; 1410 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1413 {
1414 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1416 }
1507 } 1417 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1419 {
1420 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1421 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1422 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1423 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1424 {
1425 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1426 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1427 }
1428 }
1429 }
1516 } 1430 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1431 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1432 return find_arrow (op, type);
1521 1433
1522 *better = betterby; 1434 *better = betterby;
1523 return tmp; 1435 return tmp;
1524} 1436}
1525 1437
1526/* looks in a given direction, finds the first valid target, and calls 1438/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1439 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1440 * op = the shooter
1529 * type = bow->race 1441 * type = bow->race
1530 * dir = fire direction 1442 * dir = fire direction
1531 */ 1443 */
1532 1444object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1445pick_arrow_target (object *op, const char *type, int dir)
1534{ 1446{
1535 object *tmp = NULL; 1447 object *tmp = NULL;
1536 mapstruct *m; 1448 maptile *m;
1537 int i, mflags, found, number; 1449 int i, mflags, found, number;
1538 sint16 x, y; 1450 sint16 x, y;
1539 1451
1540 if (op->map == NULL) 1452 if (op->map == NULL)
1541 return find_arrow(op, type); 1453 return find_arrow (op, type);
1542 1454
1543 /* do a dex check */ 1455 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1456 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1457 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1458 return find_arrow (op, type);
1547 1459
1548 m = op->map; 1460 m = op->map;
1549 x = op->x; 1461 x = op->x;
1550 y = op->y; 1462 y = op->y;
1551 1463
1552 /* find the first target */ 1464 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1465 for (i = 0, found = 0; i < 20; i++)
1466 {
1554 x += freearr_x[dir]; 1467 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1468 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1469 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1470 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1471 {
1558 tmp = NULL; 1472 tmp = NULL;
1559 break; 1473 break;
1474 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1475 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1476 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1477 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1478 * perhaps a bad assumption.
1563 */ 1479 */
1564 tmp = NULL; 1480 tmp = NULL;
1565 break; 1481 break;
1566 } 1482 }
1567 if (mflags & P_IS_ALIVE) { 1483 if (mflags & P_IS_ALIVE)
1484 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1485 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1486 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1487 {
1571 break; 1488 found++;
1572 } 1489 break;
1490 }
1573 if (found) 1491 if (found)
1574 break; 1492 break;
1575 } 1493 }
1576 } 1494 }
1577 if (tmp == NULL) 1495 if (tmp == NULL)
1578 return find_arrow(op, type); 1496 return find_arrow (op, type);
1579 1497
1580 if (tmp->head) 1498 if (tmp->head)
1581 tmp = tmp->head; 1499 tmp = tmp->head;
1582 1500
1583 return find_better_arrow(op, tmp, type, &i); 1501 return find_better_arrow (op, tmp, type, &i);
1584} 1502}
1585 1503
1586/* 1504/*
1587 * Creature fires a bow - op can be monster or player. Returns 1505 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1506 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1509 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1510 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1511 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1512 * player fire modes.
1595 */ 1513 */
1514int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1515fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1516{
1599 object *left, *bow; 1517 object *left, *bow;
1600 tag_t left_tag, tag; 1518 int mflags;
1601 int bowspeed, mflags; 1519 maptile *m;
1602 mapstruct *m;
1603 1520
1604 if (!dir) { 1521 if (!dir)
1522 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1523 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1524 return 0;
1525 }
1526
1527 if (op->contr)
1528 bow = op->current_weapon;
1529 else
1607 } 1530 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1531 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1532 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1533 * don't need to switch back and forth between bows and weapons.
1614 */ 1534 */
1615 if(bow->type==BOW) 1535 if (bow->type == BOW)
1616 break; 1536 break;
1617 1537
1618 if (!bow) { 1538 if (!bow)
1539 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1540 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1541 return 0;
1621 } 1542 }
1543
1544 // optimisation: move object to top so we will find it quickly again
1545 if (bow->below)
1546 {
1547 bow->remove ();
1548 op->insert (bow);
1549 }
1550
1622 } 1551 }
1552
1623 if( !bow->race || !bow->skill) { 1553 if (!bow->race || !bow->skill)
1554 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1556 return 0;
1626 } 1557 }
1627 1558
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1559 if (arrow == NULL)
1560 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1561 if ((arrow = find_arrow (op, bow->race)) == NULL)
1562 {
1638 if (op->type == PLAYER) 1563 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1565 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1566 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1567 CLEAR_FLAG (op, FLAG_READY_BOW);
1568
1644 return 0; 1569 return 0;
1645 } 1570 }
1646 } 1571 }
1572
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1573 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1574 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1575 return 0;
1650 } 1576
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1577 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1578 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1580 return 0;
1654 } 1581 }
1655 1582
1656 /* this should not happen, but sometimes does */ 1583 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1584 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1585 {
1586 arrow->destroy ();
1587 return 0;
1588 }
1662 1589
1663 left = arrow; /* these are arrows left to the player */ 1590 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1591 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1592 if (!arrow)
1593 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1595 return 0;
1669 return 0;
1670 } 1596 }
1671 set_owner(arrow, op); 1597
1672 if (arrow->skill) free_string(arrow->skill); 1598 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1599 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1600 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1601
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1602 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1603 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1604 arrow->stats.grace = arrow->attacktype;
1605
1688 if (arrow->slaying != NULL) 1606 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1607 arrow->spellarg = strdup (arrow->slaying);
1690 1608
1691 /* Note that this was different for monsters - they got their level 1609#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1610 if (player *pl = op->contr)
1693 */
1694 1611 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1612 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1613
1614 /* penalize ROF for bestarrow */
1615 if (pl->bowtype == bow_bestarrow)
1616 speed *= .9f;
1617 else
1618 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1619
1620 op->speed_left += speed - op->speed;
1621 }
1622#endif
1623
1624 SET_ANIMATION (arrow, arrow->direction);
1625
1699 /* update the speed */ 1626 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1627 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1628 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1629
1705 if (arrow->speed < 1.0) 1630 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1631 arrow->speed_left = 0;
1709 1632
1633 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1634
1710 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1636 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1637 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1638 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1639
1640 if (!arrow->slaying)
1641 arrow->slaying = op->slaying;
1642
1643 arrow->attacktype |= op->attacktype;
1644 }
1645 else
1646 {
1721 arrow->level = op->level; 1647 arrow->level = op->level;
1722 } 1648 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1649
1650 if (!arrow->slaying)
1651 arrow->slaying = bow->slaying;
1652
1724 arrow->attacktype |= bow->attacktype; 1653 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1654 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1655
1728 arrow->map = m; 1656 wc -= arrow->level;
1657 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1658
1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1662
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1664 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1665
1736 if (!was_destroyed(arrow, tag)) 1666 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1667 move_arrow (arrow);
1738 1668
1739 if (op->type == PLAYER) { 1669 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1670 {
1671 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1672 esrv_del_item (op->contr, left->count);
1742 else 1673 else
1743 esrv_send_item(op, left); 1674 esrv_send_item (op, left);
1744 } 1675 }
1676
1745 return 1; 1677 return 1;
1746} 1678}
1747 1679
1748/* Special fire code for players - this takes into 1680/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1681 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1682 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1683 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1684 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1685 * hence the function name.
1754 */ 1686 */
1687int
1755int player_fire_bow(object *op, int dir) 1688player_fire_bow (object *op, int dir)
1756{ 1689{
1757 int ret=0, wcmod=0; 1690 int ret = 0, wcmod = 0;
1758 1691
1759 if (op->contr->bowtype == bow_bestarrow) { 1692 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1693 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1694 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1695 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1696 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1697 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1698 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1699 wcmod = -1;
1700
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1701 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1702 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1703 else if (op->contr->bowtype == bow_threewide)
1704 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1707 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1708 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1709 else if (op->contr->bowtype == bow_spreadshot)
1710 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1713 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1714 }
1777 } else { 1715 else
1716 {
1778 /* Simple case */ 1717 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1719 }
1720
1781 return ret; 1721 return ret;
1782} 1722}
1783
1784 1723
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1724/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1725 * Broken apart from 'fire' to keep it more readable.
1787 */ 1726 */
1727void
1788void fire_misc_object(object *op, int dir) 1728fire_misc_object (object *op, int dir)
1789{ 1729{
1790 object *item; 1730 object *item = op->contr->ranged_ob;
1791 1731
1792 if (!op->contr->ranges[range_misc]) { 1732 if (!item)
1733 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1735 return;
1795 } 1736 }
1796 1737
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1738 if (!item->inv)
1739 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1740 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1741 return;
1801 } 1742 }
1802 if (item->type == WAND) { 1743
1803 if(item->stats.food<=0) { 1744 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1745 return;
1807 } 1746
1747 if (item->type == WAND)
1748 {
1749 if (item->stats.food <= 0)
1750 {
1751 op->contr->play_sound (sound_find ("wand_poof"));
1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1753
1754 return;
1755 }
1756 }
1808 } else if (item->type == ROD || item->type==HORN) { 1757 else if (item->type == ROD || item->type == HORN)
1758 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1762
1811 if (item->type== ROD) 1763 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1765 else
1814 else 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1767
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1768 return;
1818 } 1769 }
1819 } 1770 }
1820 1771
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1772 if (cast_spell (op, item, dir, item->inv, NULL))
1773 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1774 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1824 if (!(--item->stats.food)) { 1777 if (!(--item->stats.food))
1825 object *tmp; 1778 {
1826 if (item->arch) { 1779 object *tmp;
1780
1781 if (item->arch)
1782 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1829 item->speed = 0; 1785 item->set_speed (0);
1830 update_ob_speed(item); 1786 }
1831 } 1787
1832 if ((tmp=is_player_inv(item))) 1788 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1790 }
1835 } 1791 }
1836 else if (item->type == ROD || item->type==HORN) { 1792 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1793 drain_rod_charge (item);
1838 }
1839 } 1794 }
1840} 1795}
1841 1796
1842/* Received a fire command for the player - go and do it. 1797/* Received a fire command for the player - go and do it.
1843 */ 1798 */
1799bool
1844void fire(object *op,int dir) { 1800fire (object *op, int dir)
1801{
1845 int spellcost=0; 1802 int spellcost = 0;
1846 1803
1847 /* check for loss of invisiblity/hide */ 1804 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1805 if (action_makes_visible (op))
1806 make_visible (op);
1849 1807
1850 switch(op->contr->shoottype) { 1808 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1809
1854 case range_bow: 1810 if (pl->golem)
1855 player_fire_bow(op, dir); 1811 {
1856 return; 1812 control_golem (op->contr->golem, dir);
1857 1813 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1814 }
1873 else 1815
1874 control_golem(op->contr->ranges[range_golem], dir); 1816 object *ob = pl->ranged_ob;
1817
1818 if (!ob)
1875 return; 1819 return false;
1876 1820
1877 case range_skill: 1821 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1822 return false;
1885 case range_builder: 1823
1824 if (op->speed_left > 0.f)
1825 --op->speed_left;
1826 else
1827 return false;
1828
1829 switch (ob->type)
1830 {
1831 case BOW:
1832 player_fire_bow (op, dir);
1833 break;
1834
1835 case SPELL:
1836 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1837 break;
1838
1839 case BUILDER:
1886 apply_map_builder( op, dir ); 1840 apply_map_builder (op, dir);
1887 return; 1841 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1842
1843 case SKILL:
1844 do_skill (op, op, ob, dir, 0);
1845 break;
1894 1846
1847 default:
1848 fire_misc_object (op, dir);
1849 break;
1850 }
1851
1852 return true;
1853}
1895 1854
1896/* find_key 1855/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1856 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1857 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1858 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1860 * pl is the player,
1902 * inv is the objects inventory to searched 1861 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1862 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1863 * This function can be called recursively to search containers.
1905 */ 1864 */
1906 1865object *
1907object * find_key(object *pl, object *container, object *door) 1866find_key (object *pl, object *container, object *door)
1908{ 1867{
1909 object *tmp,*key; 1868 object *tmp, *key;
1910 1869
1911 /* Should not happen, but sanity checking is never bad */ 1870 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1871 if (!container->inv)
1872 return 0;
1913 1873
1914 /* First, lets try to find a key in the top level inventory */ 1874 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1875 for (tmp = container->inv; tmp; tmp = tmp->below)
1876 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1877 if (door->type == DOOR && tmp->type == KEY)
1878 break;
1917 /* For sanity, we should really check door type, but other stuff 1879 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1880 * (like containers) can be locked with special keys
1919 */ 1881 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1882 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1883 break;
1922 } 1884 }
1885
1923 /* No key found - lets search inventories now */ 1886 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1887 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1888 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1889 * a key, return
1927 */ 1890 */
1928 if (!tmp) { 1891 if (!tmp)
1892 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1930 /* No reason to search empty containers */ 1895 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1896 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1897 {
1898 if ((key = find_key (pl, tmp, door)))
1899 return key;
1900 }
1901 }
1902
1903 if (!tmp)
1904 return NULL;
1933 } 1905 }
1934 } 1906
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1907 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1908 * see if we actually want to use it
1939 */ 1909 */
1940 if (pl!=container) { 1910 if (pl != container)
1911 {
1941 /* Only let players use keys in containers */ 1912 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1913 if (!pl->contr)
1914 return NULL;
1943 /* cases where this fails: 1915 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1916 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1917 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1918 * If the container is not active, return now since only active
1947 * containers can be used. 1919 * containers can be used.
1948 * If we only search keyrings and the container does not have 1920 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1921 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1922 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1923 * inv must have been an container and must have been active.
1952 * 1924 *
1953 * Change the color so that the message doesn't disappear with 1925 * Change the color so that the message doesn't disappear with
1954 * all the others. 1926 * all the others.
1955 */ 1927 */
1956 if (pl->contr->usekeys == key_inventory || 1928 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1929 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1930 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1931 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1932 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1933 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1934 return NULL;
1965 } 1935 }
1966 } 1936 }
1937
1967 return tmp; 1938 return tmp;
1968} 1939}
1969 1940
1970/* moved door processing out of move_player_attack. 1941/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1942 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1943 * such that the caller should not do anything more,
1973 * 0 otherwise 1944 * 0 otherwise
1974 */ 1945 */
1946static int
1975static int player_attack_door(object *op, object *door) 1947player_attack_door (object *op, object *door)
1976{ 1948{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1949 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1950 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1951 * otherwise, we fall through to the rest of the code.
1981 */ 1952 */
1982 object *key=find_key(op, op, door); 1953 object *key = find_key (op, op, door);
1983 1954
1984 /* IF we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1985 if (key) { 1956 if (key)
1957 {
1986 object *container=key->env; 1958 object *container = key->env;
1987 1959
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1960 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1961 make_visible (op);
1962
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1964 spring_trap (door->inv, op);
1965
1991 if (door->type == DOOR) { 1966 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1968 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1969 {
1996 "You open the door with the %s", query_short_name(key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1972 }
1973
1999 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1976 /* Need to update the weight the container the key was in */
2002 if (container != op) 1977 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1978 esrv_update_item (UPD_WEIGHT, op, container);
1979
2004 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1981 }
2005 } else if (door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1983 {
2006 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1986 return 1;
2009 } 1987 }
1988
2010 return 0; 1989 return 0;
2011} 1990}
2012 1991
2013/* This function is just part of a breakup from move_player. 1992/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1993 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1994 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1995 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1996 * going to try and move (not fire weapons).
2018 */ 1997 */
2019 1998bool
2020void move_player_attack(object *op, int dir) 1999move_player_attack (object *op, int dir)
2021{ 2000{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2001 int on_battleground;
2025 mapstruct *m;
2026 2002
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2003 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2004 sint16 ny = freearr_y[dir] + op->y;
2031 2005
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2006 on_battleground = op_on_battleground (op, 0, 0);
2033 2007
2008 if (out_of_map (op->map, nx, ny))
2009 return false;
2010
2011 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2012 {
2013 --op->speed_left;
2014 return true;
2015 }
2016
2034 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2019 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2020 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2021 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2022 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2023 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2024 * move_ob uses.
2042 */ 2025 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2026 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2027
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2028 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2029 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2030 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2031 * on the space
2060 */ 2032 */
2061 while (tmp!=NULL) { 2033 object *mon;
2062 if (tmp == op) { 2034 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2035 {
2064 continue; 2036 if ((mon->flag [FLAG_ALIVE]
2037 || mon->type == LOCKED_DOOR
2038 || mon->flag [FLAG_CAN_ROLL])
2039 && mon != op)
2040 break;
2065 } 2041 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2042
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2043 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2044 return false; /* into a wall */
2077 2045
2078 if(mon->head != NULL)
2079 mon = mon->head; 2046 mon = mon->head_ ();
2080 2047
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2048 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2049 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2050 if (player_attack_door (op, mon))
2051 {
2052 --op->contr->weapon_sp_left;
2053 return true;
2054 }
2083 2055
2084 /* The following deals with possibly attacking peaceful 2056 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2057 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2058 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2059 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2060 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2061 * and thus will not push them.
2090 */ 2062 */
2091 2063
2092 /* If the creature is a pet, push it even if the player is not 2064 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2065 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2066 * player owns it and it is either friendly or unagressive.
2095 */ 2067 */
2096 if ((op->type==PLAYER) 2068 if (op->type == PLAYER
2097#if COZY_SERVER 2069 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2070 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2071 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2072 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2073 {
2109 /* If we're braced, we don't want to switch places with it */ 2074 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2075 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2076 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2077
2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 op->play_sound (sound_find ("push_player"));
2083 push_ob (mon, dir, op);
2084
2085 if (op->contr->tmp_invis || op->hide)
2086 make_visible (op);
2087
2088 return true;
2089 }
2090 else
2091 return false;
2092 }
2093
2117 /* in certain circumstances, you shouldn't attack friendly 2094 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2095 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2096 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2097 * attack them either.
2121 */ 2098 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2099 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2100 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2101 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2102 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2103 && !on_battleground))
2104 {
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 if (!op->contr->braced)
2131 )) { 2110 {
2132 if (!op->contr->braced) { 2111 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2112 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2113 }
2135 } else { 2114 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2116
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return true;
2121 }
2137 } 2122 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2123 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2124 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2125 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2126 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2145 recursive_roll(mon,dir,op); 2132 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2133 if (action_makes_visible (op))
2147 } 2134 make_visible (op);
2148 2135
2136 return true;
2137 }
2138 }
2149 /* Any generic living creature. Including things like doors. 2139 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2140 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2141 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2142 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2143 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2144 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2145 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2146 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2147 {
2148 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2149 {
2150 --op->contr->weapon_sp_left;
2159 2151
2160 /* If the player hasn't hit something this tick, and does 2152 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2153
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2154 if (action_makes_visible (op))
2155 make_visible (op);
2156
2157 return true;
2158 }
2169 } 2159 }
2170 2160
2171 skill_attack(mon, op, 0, NULL, NULL); 2161 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2162}
2189 2163
2164bool
2190int move_player(object *op,int dir) { 2165move_player (object *op, int dir)
2166{
2191 int pick; 2167 int pick;
2192 object *transport = op->contr->transport;
2193 2168
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2170 return 0;
2171
2172 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9))
2174 {
2175 LOG (llevError, "move_player: invalid direction %d\n", dir);
2176 return 0;
2177 }
2178
2179 /* peterm: added following line */
2180 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2181 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2182
2183 op->facing = dir;
2184
2185 if (op->hide)
2186 do_hidden_move (op);
2187
2188 bool retval;
2189
2190 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2191 retval = RESULT_INT (0);
2192 else if (op->contr->fire_on)
2193 retval = fire (op, dir);
2194 else
2195 {
2196 retval = move_player_attack (op, dir);
2197 pick = check_pick (op);
2198 }
2199
2200 /* Add special check for newcs players and fire on - this way, the
2201 * server can handle repeat firing.
2202 */
2203 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2204 op->direction = dir;
2205 else
2206 op->direction = 0;
2207
2208 /* Update how the player looks. Use the facing, so direction may
2209 * get reset to zero. This allows for full animation capabilities
2210 * for players.
2211 */
2212 animate_object (op, op->facing);
2213
2214 return retval;
2256} 2215}
2257 2216
2258/* This is similar to handle_player, below, but is only used by the 2217/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2218 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2219 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2220 * the new speed values for commands.
2262 * 2221 *
2263 * Returns true if there are more actions we can do. 2222 * Returns true if there are more actions we can do. Should not do
2223 * many actions in a row, as that would be too unfair to other
2224 * players.
2264 */ 2225 */
2226bool
2265int handle_newcs_player(object *op) 2227handle_newcs_player (object *op)
2266{ 2228{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2229 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2230 {
2231 if (op->speed_left > 0.f)
2232 {
2233 --op->speed_left;
2234 flee_player (op);
2291 2235
2292 /* I've been seeing crashes where the golem has been destroyed, but 2236 return true;
2293 * the player object still points to the defunct golem. The code that 2237 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2238 else
2295 * put this in a a workaround to clean up the golem pointer. 2239 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2240 }
2303 2241
2304 /* call this here - we also will call this in do_ericserver, but 2242 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2243 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2244 * called, so we recheck it here.
2307 */ 2245 */
2308 HandleClient(&op->contr->socket, op->contr); 2246 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2247 return true;
2310 2248
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2249 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2250 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2251
2321 else return 0; 2252 return false;
2322 } 2253}
2254
2255int
2256save_life (object *op)
2257{
2258 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2259 return 0;
2324}
2325 2260
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2264 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2266
2338 if (op->contr) 2267 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2269
2341 free_object(tmp); 2270 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272
2343 if(op->stats.hp<0) 2273 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2274 op->stats.hp = op->stats.maxhp;
2275
2345 if(op->stats.food<0) 2276 if (op->stats.food < 0)
2346 op->stats.food = 999; 2277 op->stats.food = 999;
2347 fix_player(op); 2278
2279 op->update_stats ();
2348 return 1; 2280 return 1;
2349 } 2281 }
2282
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2283 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2284 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2285 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2286 return 0;
2354} 2287}
2355 2288
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2359 * from. 2292 * from.
2360 */ 2293 */
2294static void
2361void remove_unpaid_objects(object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2362{ 2296{
2363 object *next;
2364
2365 while (op) { 2297 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2298 {
2367 * we remove object 'op' 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2300
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2301 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2302 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2303 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2305
2306 op->insert_at (env);
2307 }
2308 else if (op->inv)
2309 drop_unpaid_items (op->inv, env);
2310
2311 op = next;
2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2320}
2382 2321
2383/* 2322/*
2384 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2325 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2326 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2327 * but there isn't one in the server directory.
2389 */ 2328 */
2329char *
2390char *gravestone_text (object *op) 2330gravestone_text (object *op)
2391{ 2331{
2392 static char buf2[MAX_BUF]; 2332 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2333 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2334 time_t now = time (NULL);
2395 2335
2396 strcpy (buf2, " R.I.P.\n\n"); 2336 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2337 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2339 else
2400 sprintf (buf, "%s\n", op->name); 2340 sprintf (buf, "%s\n", &op->name);
2341
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2343 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2344 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2345 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2346 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2350 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2351 if (op->type == PLAYER)
2352 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2355 strcat (buf2, buf);
2413 } 2356 }
2357
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2360 strcat (buf2, buf);
2361
2417 return buf2; 2362 return buf2;
2418} 2363}
2419 2364
2420 2365void
2421
2422void do_some_living(object *op) { 2366do_some_living (object *op)
2367{
2423 int last_food=op->stats.food; 2368 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2369 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2370 int over_hp, over_sp, over_grace;
2426 int i; 2371 int i;
2427 int rate_hp = 1200; 2372 int rate_hp = 1200;
2428 int rate_sp = 2500; 2373 int rate_sp = 2500;
2429 int rate_grace = 2000; 2374 int rate_grace = 2000;
2430 const int max_hp = 1; 2375 const int max_hp = 1;
2431 const int max_sp = 1; 2376 const int max_sp = 1;
2432 const int max_grace = 1; 2377 const int max_grace = 1;
2433 2378
2434 if (op->contr->outputs_sync) { 2379 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2380 {
2436 if (op->contr->outputs[i].buf!=NULL && 2381 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2382 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2383 * depending on the value of invisible, so we need to
2384 * alternate it here for it to work correctly.
2385 */
2386 if (pticks & 2)
2387 op->invisible--;
2439 } 2388 }
2389 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2390 {
2391 if (!op->invisible--)
2392 {
2393 make_visible (op);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2395 }
2396 }
2440 2397
2441 if(op->contr->state==ST_PLAYING) { 2398 if (op->contr->ns->state == ST_PLAYING)
2442 2399 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2400 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2401 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2402 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2403 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2404 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2405 {
2406 gen_hp = op->stats.maxhp;
2407 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2408 }
2409
2410 if (op->contr->gen_sp >= 0)
2411 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2412 else
2413 {
2414 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 }
2417
2418 if (op->contr->gen_grace >= 0)
2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2420 else
2421 {
2422 gen_grace = op->stats.maxgrace;
2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2424 }
2425
2426 /* Regenerate Grace */
2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2428 if (--op->last_grace < 0)
2429 {
2430 if (op->stats.grace < op->stats.maxgrace / 2)
2431 op->stats.grace++; /* no penalty in food for regaining grace */
2432
2433 if (max_grace > 1)
2434 {
2435 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2436 if (over_grace > 0)
2437 {
2438 op->stats.sp += over_grace
2439 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2440 op->last_grace = 0;
2441 }
2442 else
2443 {
2444 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2445 }
2446 }
2447 else
2448 {
2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2450 }
2451 /* wearing stuff doesn't detract from grace generation. */
2452 }
2453
2454 if (op->stats.food > 0)
2455 {
2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460
2461 if (op->stats.sp < op->stats.maxsp)
2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2468 op->stats.food--;
2469
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2506 {
2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 }
2533 else
2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2535 }
2536 }
2537
2538 /* Digestion */
2539 if (--op->last_eat < 0)
2540 {
2541 int bonus = max (0, op->contr->digestion),
2542 penalty = max (0, -op->contr->digestion);
2543
2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2545
2561 /* dms do not consume food */ 2546 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2548 op->stats.food--;
2564 } 2549 }
2565 2550
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2551 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2552 {
2553 object *tmp, *flesh = 0;
2568 2554
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2555 for (tmp = op->inv; tmp; tmp = tmp->below)
2556 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2557 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2558 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2562 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2564 break;
2576 } 2565 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2566 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2567 flesh = tmp;
2579 } /* end of for loop */ 2568 } /* End if paid for object */
2569 } /* end of for loop */
2570
2580 /* If player is still starving, it means they don't have any food, so 2571 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2572 * eat flesh instead.
2582 */ 2573 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2577 manual_apply (op, flesh, 0);
2586 } 2578 }
2587 } /* end if player is starving */
2588
2589 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--;
2591
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op);
2594}
2595
2596 2579 }
2580
2581 if (op->stats.food < 0)
2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2586
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op);
2589 }
2590}
2597 2591
2598/* If the player should die (lack of hp, food, etc), we call this. 2592/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2593 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2594 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2595 * file.
2602 */ 2596 */
2597void
2603void kill_player(object *op) 2598kill_player (object *op)
2604{ 2599{
2600 int x, y;
2605 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2603 int will_kill_again;
2614 archetype *at; 2604 archetype *at;
2615 object *tmp; 2605 object *tmp;
2616 2606
2617 if(save_life(op)) 2607 if (save_life (op))
2618 return; 2608 return;
2619 2609
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2613 */
2625 if (op_on_battleground(op, &x, &y)) { 2614 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2615 {
2627 "You have been defeated in combat!"); 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2617 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2618
2630
2631 /* restore player */ 2619 /* restore player */
2632 at = find_archetype("poisoning"); 2620 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2621 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2622 {
2635 remove_ob(tmp); 2623 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2624 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2625 }
2639 2626
2640 at = find_archetype("confusion"); 2627 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2629 {
2643 remove_ob(tmp); 2630 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2632 }
2647 2633
2648 cure_disease(op,0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2636 if (op->stats.food <= 0)
2651 2637 op->stats.food = 999;
2638
2652 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2641 {
2642 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format (
2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2647 );
2648 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp);
2655 { 2651 }
2656 sprintf(buf,"%s's finger",op->name); 2652
2657 tmp->name = add_string(buf);
2658 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer);
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668
2669 /* teleport defeated player to new destination*/ 2653 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2654 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2655 op->contr->braced = 0;
2672 return; 2656 return;
2673 } 2657 }
2674 2658
2675 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2676 2660
2677 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2678 2662
2679 if(op->stats.food<0) { 2663 if (op->stats.food < 0)
2680 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation"); 2664 strcpy (op->contr->killer, "starvation");
2688 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2665
2666 op->contr->play_sound (sound_find ("player_dies"));
2667
2700 /* save the map location for corpse, gravestone*/ 2668 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2669 x = op->x;
2670 y = op->y;
2671 map = op->map;
2702 2672
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2673 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2674 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2675 * See the config.h file for a little more in depth detail about this.
2708 */ 2676 */
2709 2677
2710 /* Basically two ways to go - remove a stat permanently, or just 2678 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2679 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2680 * of death.
2713 */ 2681 */
2714#ifndef COZY_SERVER 2682#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2683 if (settings.balanced_stat_loss)
2684 {
2716 /* If stat loss is permanent, lose one stat only. */ 2685 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2686 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2687 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2688 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2689 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2690 little bit harder. */
2722 /* GD */ 2691 /* GD */
2723 if (settings.stat_loss_on_death) 2692 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2693 num_stats_lose = 1;
2725 else 2694 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2695 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2696 }
2697 else
2728 num_stats_lose = 1; 2698 num_stats_lose = 1;
2729 } 2699
2730 lost_a_stat = 0; 2700 lost_a_stat = 0;
2731 2701
2732 for (z=0; z<num_stats_lose; z++) { 2702 for (z = 0; z < num_stats_lose; z++)
2703 {
2733 i = RANDOM() % NUM_STATS; 2704 i = RANDOM () % NUM_STATS;
2734 2705
2735 if (settings.stat_loss_on_death) { 2706 if (settings.stat_loss_on_death)
2707 {
2736 /* Pick a random stat and take a point off it. Tell the player 2708 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2709 * what he lost.
2738 */ 2710 */
2739 change_attr_value(&(op->stats), i,-1); 2711 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2712 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2713 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2714 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2715 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2716 lost_a_stat = 1;
2745 } else { 2717 }
2718 else
2719 {
2746 /* deplete a stat */ 2720 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2721 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2722 object *dep;
2723
2724 dep = present_arch_in_ob (deparch, op);
2725 if (!dep)
2749 2726 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2727 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2728 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2729 }
2783 if (lose_this_stat) { 2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss)
2732 {
2733 /* GD */
2734 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2735 this_stat = get_attr_value (&(dep->stats), i);
2736 if (this_stat < 0)
2737 {
2738 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2739 int keep_chance = this_stat * this_stat;
2740
2741 /* Yes, I am paranoid. Sue me. */
2742 if (keep_chance < 1)
2743 keep_chance = 1;
2744
2745 /* There is a maximum depletion total per level. */
2746 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2747 {
2748 lose_this_stat = 0;
2749 /* Take loss chance vs keep chance to see if we
2750 retain the stat. */
2751 }
2752 else
2753 {
2754 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 lose_this_stat = 0;
2756 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2757 this_stat, keep_chance, loss_chance,
2758 lose_this_stat?"LOSE":"KEEP"); */
2759 }
2760 }
2761 }
2762
2763 if (lose_this_stat)
2764 {
2765 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2766 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2767 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2768 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2769 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2770 * difference.
2790 */ 2771 */
2791 if (this_stat>=-50) { 2772 if (this_stat >= -50)
2773 {
2792 change_attr_value(&(dep->stats), i, -1); 2774 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2775 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2777 op->update_stats ();
2796 lost_a_stat = 1; 2778 lost_a_stat = 1;
2797 } 2779 }
2798 } 2780 }
2781 }
2799 } 2782 }
2800 }
2801 /* If no stat lost, tell the player. */ 2783 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2784 if (!lost_a_stat)
2803 { 2785 {
2804 /* determine_god() seems to not work sometimes... why is this? 2786 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2787 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2788 const char *god = determine_god (op);
2789
2807 if (god && (strcmp(god, "none"))) 2790 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2791 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2792 else
2810 " you.", god); 2793 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2794 }
2795#else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2797#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2798
2819 /* Put a gravestone up where the character 'almost' died. List the 2799 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2800 * exp loss on the stone.
2821 */ 2801 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2802 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2803 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2804 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2805 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2806 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2807 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2828 "who was killed\n" 2808 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2809 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2811
2836 /**************************************/ 2812 /**************************************/
2837 /* */ 2813 /* */
2838 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
2841 /* */ 2817 /* */
2842 /**************************************/ 2818 /**************************************/
2843 2819
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2820 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2821 /* restore player */
2846 at = find_archetype("poisoning"); 2822 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2823 tmp = present_arch_in_ob (at, op);
2824
2848 if (tmp) { 2825 if (tmp)
2849 remove_ob(tmp); 2826 {
2850 free_object(tmp); 2827 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2829 }
2853 2830
2854 at = find_archetype("confusion"); 2831 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2833 if (tmp)
2857 remove_ob(tmp); 2834 {
2858 free_object(tmp); 2835 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2837 }
2838
2861 cure_disease(op,0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2862 2840
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2842 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2843 if (op->stats.food < 100)
2844 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2848
2870 /* 2849 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2850 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2851 * and put them back in the map.
2873 * in the map. 2852 */
2874 */ 2853 op->drop_unpaid_items ();
2875 2854
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2855 /****************************************/
2885 /* */ 2856 /* */
2886 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2888 /* */ 2859 /* */
2889 /****************************************/ 2860 /****************************************/
2890 2861
2891 enter_player_savebed(op); 2862 enter_player_savebed (op);
2892 2863
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2864 op->contr->braced = 0;
2897 save_player(op,1);
2898 2865
2899 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2869 * on the space that might harm the player.
2903 */ 2870 */
2904 will_kill_again=0; 2871 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2872 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2873 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2874 will_kill_again |= tmp->attacktype;
2908 } 2875
2909 if (will_kill_again) { 2876 if (will_kill_again)
2877 {
2910 object *force; 2878 object *force;
2911 int at; 2879 int at;
2912 2880
2913 force=get_archetype(FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2883 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2884 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2886 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2888 force->resist[at] = 100;
2921 } 2889
2922 insert_ob_in_ob(force, op); 2890 insert_ob_in_ob (force, op);
2923 fix_player(op); 2891 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2892
2893 }
2894
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2896}
2999 2897
3000 2898void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2899loot_object (object *op)
2900{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2901 object *tmp, *tmp2, *next;
3003 2902
3004 if (op->container) { /* close open sack first */ 2903 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2904
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2905 for (tmp = op->inv; tmp; tmp = next)
2906 {
3009 next=tmp->below; 2907 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2908
3011 remove_ob(tmp); 2909 if (tmp->invisible)
2910 continue;
2911
2912 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2913 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2914
3014 loot_object(tmp); 2915 if (tmp->type == CONTAINER)
3015 } 2916 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2917
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2919 {
3018 if(tmp->nrof>1) { 2920 if (tmp->nrof > 1)
2921 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2923 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 }
2926 else
2927 tmp->destroy ();
2928 }
3022 } else 2929 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2931 }
3027} 2932}
3028 2933
3029/* 2934/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2937 * was changed.
3033 */ 2938 */
3034 2939void
3035void fix_weight(void) { 2940fix_weight (void)
3036 player *pl; 2941{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2942 for_all_players (pl)
2943 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2945
3039 if(old == sum) 2946 if (old == sum)
3040 continue; 2947 continue;
3041 fix_player(pl->ob); 2948 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2950 }
3045} 2951}
3046 2952
2953void
3047void fix_luck(void) { 2954fix_luck (void)
3048 player *pl; 2955{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2956 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2957 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2958 pl->ob->change_luck (0);
3052} 2959}
3053
3054 2960
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2961/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2962 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2963 * just treat this as any other spell casting object.
3058 */ 2964 */
3059
3060void 2965void
3061cast_dust (object * op, object * throw_ob, int dir) 2966cast_dust (object *op, object *throw_ob, int dir)
3062{ 2967{
3063 object *skop, *spob; 2968 object *skop, *spob;
3064 2969
3065 skop = find_skill_by_name (op, throw_ob->skill); 2970 skop = find_skill_by_name (op, throw_ob->skill);
3066 2971
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2972 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2973 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2974 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2975 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2976 return;
3073 } 2977 }
3074 2978
3075 spob = throw_ob->inv; 2979 spob = throw_ob->inv;
3076 2980
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2981 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2982 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2983 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2984 if (!spob)
3081 { 2985 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2986 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2987 return;
3085 } 2988 }
3086 2989
3087 if (op->type == PLAYER) 2990 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2991 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2992
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2993 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2994
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2995 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2996}
3096 2997
2998void
3097void make_visible (object *op) { 2999make_visible (object *op)
3000{
3098 op->hide = 0; 3001 op->hide = 0;
3099 op->invisible = 0; 3002 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 3003
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 3004 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3005 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3006 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3007 op->contr->invis_race = 0;
3008 }
3009
3010 update_object (op, UP_OBJ_CHANGE);
3011}
3012
3013int
3014is_true_undead (object *op)
3015{
3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3017 return 1;
3018
3116 return 0; 3019 return 0;
3117} 3020}
3118 3021
3119/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3024 * indicate greater hideability.
3122 */ 3025 */
3123 3026int
3124int hideability(object *ob) { 3027hideability (object *ob)
3028{
3125 int i,level=0, mflag; 3029 int i, level = 0, mflag;
3126 sint16 x,y; 3030 sint16 x, y;
3127 3031
3128 if(!ob||!ob->map) return 0; 3032 if (!ob || !ob->map)
3033 return 0;
3129 3034
3130 /* so, on normal lighted maps, its hard to hide */ 3035 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3036 level = ob->map->darkness - 2;
3132 3037
3133 /* this also picks up whether the object is glowing. 3038 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3039 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3041 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness));
3137 3043
3138 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3045 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3048 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue;
3051 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3053 level += 2;
3144 else /* open terrain! */ 3054 else /* open terrain! */
3145 level -= 1; 3055 level -= 1;
3146 } 3056 }
3147 3057
3148#if 0 3058#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3059 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3060#endif
3151 return level; 3061 return level;
3152} 3062}
3153 3063
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3064/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3065 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3066 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3067 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3068 */
3159 3069void
3160void do_hidden_move (object *op) { 3070do_hidden_move (object *op)
3071{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3073 object *skop;
3163 3074
3164 if(!op || !op->map) return; 3075 if (!op || !op->map)
3076 return;
3165 3077
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3078 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3079
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3080 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3081 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3082 if (!skop || num >= skop->level)
3083 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3084 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3085 make_visible (op);
3173 return; 3086 return;
3174 } else num += 20;
3175 } 3087 }
3088 else
3089 num += 20;
3090
3176 num += op->map->difficulty; 3091 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3092 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3093 num -= hide;
3094
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 {
3180 make_visible(op); 3097 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3098 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3099 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3100 }
3184 else if (op->type == PLAYER && skop) { 3101 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3102 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3103}
3188 3104
3189/* determine if who is standing near a hostile creature. */ 3105/* determine if who is standing near a hostile creature. */
3190 3106
3107int
3191int stand_near_hostile( object *who ) { 3108stand_near_hostile (object *who)
3109{
3192 object *tmp=NULL; 3110 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3111 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3112 maptile *m;
3195 sint16 x,y; 3113 sint16 x, y;
3196 3114
3197 if(!who) return 0; 3115 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3116 return 0;
3117
3118 if (who->type == PLAYER)
3119 player = 1;
3120
3121 else
3122 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3123
3124 /* search adjacent squares */
3125 for (i = 1; i < 9; i++)
3126 {
3127 x = who->x + freearr_x[i];
3128 y = who->y + freearr_y[i];
3129 m = who->map;
3130 mflags = get_map_flags (m, &m, x, y, &x, &y);
3131 /* space must be blocked if there is a monster. If not
3132 * blocked, don't need to check this space.
3133 */
3134 if (mflags & P_OUT_OF_MAP)
3135 continue;
3136 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3137 continue;
3138
3139 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3140 {
3141 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3142 return 1;
3143 else if (tmp->type == PLAYER)
3144 {
3145 /*don't let a hidden DM prevent you from hiding */
3146 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3147 return 1;
3148 }
3149 }
3150 }
3151 return 0;
3227} 3152}
3228 3153
3229/* check the player los field for viewability of the 3154/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3164 * -b.t.
3240 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3241 */ 3166 */
3242 3167int
3243int player_can_view (object *pl,object *op) { 3168player_can_view (object *pl, object *op)
3169{
3244 rv_vector rv; 3170 rv_vector rv;
3245 int dx,dy; 3171 int dx, dy;
3246 3172
3247 if(pl->type!=PLAYER) { 3173 if (pl->type != PLAYER)
3174 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3175 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3176 return -1;
3274 op = op->more;
3275 } 3177 }
3178
3179 if (!pl || !op)
3276 return 0; 3180 return 0;
3181
3182 op = op->head_ ();
3183
3184 get_rangevector (pl, op, &rv, 0x1);
3185
3186 /* starting with the 'head' part, lets loop
3187 * through the object and find if it has any
3188 * part that is in the los array but isn't on
3189 * a blocked los square.
3190 * we use the archetype to figure out offsets.
3191 */
3192 while (op)
3193 {
3194 dx = rv.distance_x + op->arch->x;
3195 dy = rv.distance_y + op->arch->y;
3196
3197 /* only the viewable area the player sees is updated by LOS
3198 * code, so we need to restrict ourselves to that range of values
3199 * for any meaningful values.
3200 */
3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3204 return 1;
3205
3206 op = op->more;
3207 }
3208
3209 return 0;
3277} 3210}
3278 3211
3279/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3214 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3215 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3216 * return 0.
3284 */ 3217 */
3218int
3285int action_makes_visible (object *op) { 3219action_makes_visible (object *op)
3286 3220{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3222 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3224 return 0;
3290 3225
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3226 if (op->contr && op->contr->tmp_invis == 0)
3227 return 0;
3292 3228
3293 /* If monsters, they should become visible */ 3229 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3230 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3231 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3233 return 1;
3297 } 3234 }
3298 } 3235 }
3236
3299 return 0; 3237 return 0;
3300} 3238}
3301 3239
3302/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3242 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3243 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3244 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3245 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3247 */
3248int
3310int op_on_battleground (object *op, int *x, int *y) { 3249op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3250{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3258 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3260 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3262 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3265 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3266 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3268 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3270 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3272 {
3273 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3276 return 1;
3277 }
3278 }
3279 }
3280
3281 if (x && y)
3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3332 return 1; 3284 return 1;
3333 } 3285 }
3334 } 3286 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3287 }
3340 } 3288
3341 }
3342 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3343 return 0; 3290 return 0;
3344} 3291}
3345 3292
3346/* 3293/*
3350 * attributes: 3297 * attributes:
3351 * object *who the dragon player 3298 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3299 * int atnr the attack-number of the ability focus
3353 * int level ability level 3300 * int level ability level
3354 */ 3301 */
3302void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3303dragon_ability_gain (object *who, int atnr, int level)
3304{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3305 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3306 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3307 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3308 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3310 int i = 0, j = 0;
3362 3311
3363 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3321
3373 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3374 return; 3323 return;
3375 3324
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3326
3378 3327 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3328 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3330 return;
3382 } 3331 }
3383 3332
3384 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3334 item = tr->item;
3386 3335
3387 if (item->type == SPELL) { 3336 if (item->type == SPELL)
3337 {
3388 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3389 return; 3339 return;
3390 3340
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3341 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3342 do_learn_spell (who, item, 0);
3393 return; 3343 return;
3394 } 3344 }
3395 3345
3396 /* grant direct spell */ 3346 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3347 if (item->type == SPELLBOOK)
3348 {
3398 if (!item->inv) { 3349 if (!item->inv)
3350 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3351 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3352 return;
3402 } 3353 }
3403 if (check_spell_known (who, item->inv->name)) 3354 if (check_spell_known (who, item->inv->name))
3404 return; 3355 return;
3405 if (item->invisible) { 3356 if (item->invisible)
3357 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3358 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3359 do_learn_spell (who, item->inv, 0);
3408 return; 3360 return;
3409 } 3361 }
3410 } 3362 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3363 else if (item->type == SKILL_TOOL && item->invisible)
3364 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3365 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3366 {
3413 3367
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3368 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3369 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3370 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3371 * but not all of them, he gets nothing.
3418 */ 3372 */
3419 if (!(skop->attacktype & item->attacktype)) { 3373 if (!(skop->attacktype & item->attacktype))
3374 {
3420 /* Give new attacktype */ 3375 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3376 skop->attacktype |= item->attacktype;
3422 3377
3423 /* always add physical if there's none */ 3378 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3379 skop->attacktype |= AT_PHYSICAL;
3425 3380
3426 if (item->msg != NULL) 3381 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3382 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3383
3429 /* Give player new face */ 3384 /* Give player new face */
3430 if (item->animation_id) { 3385 if (item->animation_id)
3386 {
3431 who->face = skop->face; 3387 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3388 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3389 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3390 who->last_anim = 0;
3435 who->state = 0; 3391 who->state = 0;
3436 animate_object(who, who->direction); 3392 animate_object (who, who->direction);
3437 } 3393 }
3394 }
3395 }
3438 } 3396 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3397 else if (item->type == FORCE)
3398 {
3442 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3400 object *skin;
3401
3444 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3404 ;
3447 if (skin == NULL) return; 3405
3448 3406 if (!skin)
3407 return;
3408
3449 /* adding new spellpath attunements */ 3409 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3410 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3411 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3412 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3413
3453 /* print message */ 3414 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3415 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3416 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3417 {
3457 if (j) 3418 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3419 {
3459 else 3420 if (j)
3460 j = 1; 3421 strcat (buf, " and ");
3422 else
3423 j = 1;
3461 strcat(buf, spellpathnames[i]); 3424 strcat (buf, spellpathnames[i]);
3462 } 3425 }
3463 } 3426 }
3464 strcat(buf,"."); 3427 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3429 }
3467 3430
3468 /* evtl. adding flags: */ 3431 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3432 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3433 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3434 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3435 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3436 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3437 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3438
3476 /* print message if there is one */ 3439 /* print message if there is one */
3477 if (item->msg != NULL) 3440 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3441 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3442 }
3443 else
3479 } 3444 {
3480 else {
3481 /* generate misc. treasure */ 3445 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3446 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3447 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3448 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3449 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3450 esrv_send_item (who, tmp);
3487 } 3451 }
3488} 3452}
3489 3453
3490/** 3454/**
3491 * Unready an object for a player. This function does nothing if the object was 3455 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3456 * not readied.
3493 */ 3457 */
3458void
3494void player_unready_range_ob(player *pl, object *ob) { 3459player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3460{
3461 if (pl->ob->current_weapon == ob)
3462 pl->ob->current_weapon = 0;
3496 3463
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3464 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3465 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3466
3500 if (pl->shoottype == i) { 3467 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3468 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3469}
3470
3471sint8
3472player::visibility_at (maptile *map, int x, int y) const
3473{
3474 if (!ns)
3475 return 0;
3476
3477 int dx, dy;
3478 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3479 return 0;
3480
3481 x += dx - ns->current_x + ns->mapx / 2;
3482 y += dy - ns->current_y + ns->mapy / 2;
3483
3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3485 return 0;
3486
3487 return 100 - blocked_los [x][y];
3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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