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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 1.179 by root, Sun Jan 13 13:20:43 2008 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 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 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640
641 for (object *next, *op = pl->inv; op; op = next)
642 {
643 next = op->below;
644
645 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way
647 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
649 SET_FLAG (op, FLAG_APPLIED);
650
651 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions
653 */
654 if (pl->type == PLAYER)
655 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
657 (op->type == ARMOUR || op->type == BOOTS ||
658 op->type == CLOAK || op->type == HELMET ||
659 op->type == SHIELD || op->type == GLOVES ||
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 {
662 op->destroy ();
663 continue;
664 }
665 }
666
667 /* This really needs to be better - we should really give
668 * a substitute spellbook. The problem is that we don't really
669 * have a good idea what to replace it with (need something like
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */
673 if (op->type == SPELLBOOK || op->type == SKILL)
674 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 {
683 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685 continue;
686 }
687
688 if (op->nrof > 1)
689 op->nrof = 1;
690 }
691
692 if (op->type == SPELLBOOK && op->inv)
693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
694
695 /* Give starting characters identified, uncursed, and undamned
696 * items. Just don't identify gold or silver, or it won't be
697 * merged properly.
698 */
699 if (need_identify (op))
700 {
701 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED);
704 }
705 if (op->type == SPELL)
706 {
707 op->destroy ();
708 continue;
709 }
710 else if (op->type == SKILL)
711 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0;
714 op->level = 1;
715 }
716 /* lock all 'normal items by default */
717 else
718 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */
720
721 /* Need to set up the skill pointers */
722 link_player_skills (pl);
723}
724
725void
734void get_party_password(object *op, partylist *party) { 726get_party_password (object *op, partylist *party)
727{
735 if (party == NULL) { 728 if (party == NULL)
729 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 730 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 731 return;
738 } 732 }
733
739 op->contr->write_buf[0]='\0'; 734 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 735 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 736 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 737 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 738}
744
745 739
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 740/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
741static int
747int roll_stat(void) { 742roll_stat (void)
743{
748 int a[4],i,j,k; 744 int a[4], i, j, k;
749 745
750 for(i=0;i<4;i++) 746 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 747 a[i] = (int) rndm (6) + 1;
752 748
753 for(i=0,j=0,k=7;i<4;i++) 749 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 750 if (a[i] < k)
755 k=a[i],j=i; 751 k = a[i], j = i;
756 752
757 for(i=0,k=0;i<4;i++) { 753 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 754 if (i != j)
759 k+=a[i]; 755 k += a[i];
760 } 756
761 return k; 757 return k;
762} 758}
763 759
764void roll_stats(object *op) { 760void
761object::roll_stats ()
762{
763 int statsort [NUM_STATS];
764
765 for (;;)
766 {
765 int sum=0; 767 int sum = 0;
766 int i = 0, j = 0; 768 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 769 sum += statsort [i] = roll_stat ();
768 770
769 do { 771 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 772 break;
771 op->stats.Dex=roll_stat(); 773 }
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);
781 774
782 /* Sort the stats so that rerolling is easier... */ 775 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 776 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;
790 777
791 /* a quick and dirty bubblesort? */ 778 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]; 779 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];
810 780
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; 781 stats.exp = 0;
822 op->stats.ac=0; 782 stats.ac = 0;
823 783
784 stats.hp = stats.maxhp;
785 stats.sp = stats.maxsp;
786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
824 op->contr->levhp[1] = 9; 790 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 791 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 792 contr->levgrace[1] = 3;
827 793
828 fix_player(op); 794 contr->orig_stats = stats;
795 }
796}
797
798void
799object::swap_stats (int a, int b)
800{
801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802
803 for (int i = 0; i < NUM_STATS; ++i)
804 stats.stat (i) = contr->orig_stats.stat (i);
805
806 //TODO: the following code looks so borked and should, at the very least,
807 // be merged with the similar code in roll_stats
808 stats.ac = 0;
809
810 level = 1;
811 stats.exp = 0;
812 stats.ac = 0;
813
829 op->stats.hp = op->stats.maxhp; 814 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 815 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
832 op->contr->orig_stats=op->stats; 824 contr->orig_stats = stats;
825 }
833} 826}
834 827
835void Roll_Again(object *op) 828static void
829start_info (object *op)
836{ 830{
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]; 831 char buf[MAX_BUF];
845 832
846 if ( op->contr->Swap_First == -1 ) { 833 sprintf (buf, "Welcome to Deliantra 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); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
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);
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} 835}
954 836
955/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
959 * not the class. 841 * not the class.
960 */ 842 */
961 843void
962int key_change_class(object *op, char key) 844player::chargen_race_done ()
963{ 845{
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 */ 846 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 847 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 848
849 treasurelist *tl = treasurelist::find ("starting_wealth");
850 if (tl)
851 create_treasure (tl, ob, 0, 0, 0);
852
978 INVOKE_PLAYER (BIRTH, op->contr); 853 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 854 INVOKE_PLAYER (LOGIN, ob->contr);
980 855
981 op->contr->state=ST_PLAYING; 856 ob->contr->ns->state = ST_PLAYING;
982 857
983 if (op->msg) { 858 if (ob->msg)
984 free_string(op->msg); 859 ob->msg = 0;
985 op->msg=NULL;
986 }
987 860
988 /* We create this now because some of the unique maps will need it 861 /* We create this now because some of the unique maps will need it
989 * to save here. 862 * 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 */ 863 */
1030 864 {
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]; 865 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); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 867 make_path_to_file (buf);
1102 next = mp->next; 868 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 869
1104 delete_map(mp); 870 start_info (ob);
1105 } 871 CLEAR_FLAG (ob, FLAG_WIZ);
1106 872 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob);
875 ob->update_stats ();
876
877 /* This moves the player to a different start map, if there
878 * is one for this race
879 */
880 if (*first_map_ext_path)
1108 } 881 {
1109 play_again(op); 882 object *tmp;
1110 return 1; 883 char mapname[MAX_BUF];
1111}
1112 884
885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 tmp = object::create ();
887 EXIT_PATH (tmp) = mapname;
888 EXIT_X (tmp) = ob->x;
889 EXIT_Y (tmp) = ob->y;
890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
891 * if the map isn't there, then stay on the
892 * default initial map */
893 tmp->destroy ();
894 }
895 else
896 LOG (llevDebug, "first_map_ext_path not set\n");
897}
898
899void
900player::chargen_race_next ()
901{
902 /* Following actually changes the race - this is the default command
903 * if we don't match with one of the options above.
904 */
905
906 do
907 {
908 shstr name = ob->name;
909 int x = ob->x, y = ob->y;
910
911 ob->remove_statbonus ();
912 ob->remove ();
913 ob->arch = get_player_archetype (ob->arch);
914 ob->arch->copy_to (ob);
915 ob->instantiate ();
916 ob->stats = ob->contr->orig_stats;
917 ob->name = ob->name_pl = name;
918 ob->x = x;
919 ob->y = y;
920 SET_ANIMATION (ob, 2); /* So player faces south */
921 insert_ob_in_map (ob, ob->map, ob, 0);
922 assign (ob->contr->title, ob->arch->object::name);
923 ob->add_statbonus ();
924 }
925 while (!allowed_class (ob));
926
927 update_object (ob, UP_OBJ_FACE);
928 esrv_update_item (UPD_FACE, ob, ob);
929 ob->update_stats ();
930 ob->stats.hp = ob->stats.maxhp;
931 ob->stats.sp = ob->stats.maxsp;
932 ob->stats.grace = 0;
933}
934
935void
1113void flee_player(object *op) { 936flee_player (object *op)
937{
1114 int dir,diff; 938 int dir, diff;
1115 rv_vector rv; 939 rv_vector rv;
1116 940
1117 if(op->stats.hp < 0) { 941 if (op->stats.hp < 0)
942 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 943 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 944 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 945 return;
1121 } 946 }
1122 947
1123 if(op->enemy==NULL) { 948 if (op->enemy == NULL)
949 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 950 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 951 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 952 return;
1127 } 953 }
1128 954
1129 /* Seen some crashes here. Since we don't store an 955 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 956 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 957 * actual enemy, and the object is recycled.
1132 */ 958 */
1133 if (op->enemy->map == NULL) { 959 if (op->enemy->map == NULL)
960 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 961 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 962 op->enemy = NULL;
1136 return; 963 return;
1137 } 964 }
1138 965
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 966 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
967 {
1140 op->enemy=NULL; 968 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 969 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 970 return;
1143 } 971 }
972
1144 get_rangevector(op, op->enemy, &rv, 0); 973 get_rangevector (op, op->enemy, &rv, 0);
1145 974
1146 dir=absdir(4+rv.direction); 975 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 976 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 } 977 {
978 int m = 1 - (RANDOM () & 2);
979
980 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
981 return;
982 }
983
1154 /* Cornered, get rid of scared */ 984 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 986 op->enemy = NULL;
1157} 987}
1158
1159 988
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 989/* 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 990 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 991 * stop.
1163 */ 992 */
993int
1164int check_pick(object *op) { 994check_pick (object *op)
995{
1165 object *tmp, *next; 996 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 997 int stop = 0;
1168 int j, k, wvratio; 998 int wvratio;
1169 char putstring[128], tmpstr[16]; 999 char putstring[128];
1170
1171 1000
1172 /* if you're flying, you cna't pick up anything */ 1001 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1174 return 1; 1003 return 1;
1175 1004
1176 op_tag = op->count;
1177
1178 next = op->below; 1005 next = op->below;
1179 if (next) 1006
1180 next_tag = next->count; 1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 1009
1182 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1011 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1012 while (next && !next->destroyed ())
1185 { 1013 {
1186 tmp = next; 1014 tmp = next;
1187 next = tmp->below; 1015 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1016
1191 if (was_destroyed (op, op_tag)) 1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1023 if (op->destroyed ())
1192 return 0; 1024 return 0;
1193 1025
1194 if ( ! can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1195 continue; 1027 continue;
1196 1028
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1030 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1201 continue; 1033 continue;
1202 } 1034 }
1203 1035
1204 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1037 if (!(op->contr->mode & PU_NEWMODE))
1038 {
1206 switch (op->contr->mode) { 1039 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1040 {
1208 case 1: pick_up (op, tmp); 1041 case 0:
1209 return 1; 1042 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1043 case 1:
1211 return 0; 1044 CHK_PICK_PICKUP;
1212 case 3: return 0; /* stop before pickup */ 1045 return 1;
1213 case 4: pick_up (op, tmp); 1046 case 2:
1214 break; 1047 CHK_PICK_PICKUP;
1215 case 5: pick_up (op, tmp); 1048 return 0;
1216 stop = 1; 1049 case 3:
1217 break; 1050 return 0; /* stop before pickup */
1218 case 6: 1051 case 4:
1052 CHK_PICK_PICKUP;
1053 break;
1054 case 5:
1055 CHK_PICK_PICKUP;
1056 stop = 1;
1057 break;
1058 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1061 CHK_PICK_PICKUP;
1222 break; 1062 break;
1223 1063
1224 case 7: 1064 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1066 CHK_PICK_PICKUP;
1227 break; 1067 break;
1228 1068
1229 default: 1069 default:
1230 /* use value density */ 1070 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1073 CHK_PICK_PICKUP;
1234 >= op->contr->mode) 1074 }
1235 pick_up(op,tmp); 1075 }
1236 } 1076 else
1237 } 1077 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1079 if (op->contr->mode & PU_DEBUG)
1241 { 1080 {
1242 /* some debugging code to figure out item information */ 1081 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1082 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1084 &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)))); 1085 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1087 &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)))); 1088
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 }
1252 1091
1253 sprintf(putstring,"...flags: "); 1092 /* philosophy:
1254 for(k=0;k<4;k++) 1093 * It's easy to grab an item type from a pile, as long as it's
1255 { 1094 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1095 * and selections, select-items should be used. This is a
1257 { 1096 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1097 * example.
1259 { 1098 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1099 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1100 * convert to decimal and then 'pickup <#>
1262 } 1101 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1102
1103 /* the first two modes are exclusive: if NOTHING we return, if
1104 * STOP then we stop. All the rest are applied sequentially,
1105 * meaning if any test passes, the item gets picked up. */
1106
1107 /* if mode is set to pick nothing up, return */
1108
1109 if (op->contr->mode & PU_NOTHING)
1110 return 1;
1111
1112 /* if mode is set to stop when encountering objects, return */
1113 /* take STOP before INHIBIT since it doesn't actually pick
1114 * anything up */
1115
1116 if (op->contr->mode & PU_STOP)
1117 return 0;
1118
1119 /* useful for going into stores and not losing your settings... */
1120 /* and for battles wher you don't want to get loaded down while
1121 * fighting */
1122 if (op->contr->mode & PU_INHIBIT)
1123 return 1;
1124
1125 /* prevent us from turning into auto-thieves :) */
1126 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127 continue;
1128
1129 /* ignore known cursed objects */
1130 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1131 continue;
1132
1133 /* all food and drink if desired */
1134 /* question: don't pick up known-poisonous stuff? */
1135 if (op->contr->mode & PU_FOOD)
1136 if (tmp->type == FOOD)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_DRINK)
1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_POTION)
1150 if (tmp->type == POTION)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* spellbooks, skillscrolls and normal books/scrolls */
1157 if (op->contr->mode & PU_SPELLBOOK)
1158 if (tmp->type == SPELLBOOK)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_SKILLSCROLL)
1165 if (tmp->type == SKILLSCROLL)
1166 {
1167 CHK_PICK_PICKUP;
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_READABLES)
1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177
1178 /* wands/staves/rods/horns */
1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181 {
1182 CHK_PICK_PICKUP;
1183 continue;
1184 }
1185
1186 /* pick up all magical items */
1187 if (op->contr->mode & PU_MAGICAL)
1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_VALUABLES)
1195 {
1196 if (tmp->type == MONEY || tmp->type == GEM)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201 }
1202
1203 /* rings & amulets - talismans seems to be typed AMULET */
1204 if (op->contr->mode & PU_JEWELS)
1205 if (tmp->type == RING || tmp->type == AMULET)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210
1211 /* we don't forget dragon food */
1212 if (op->contr->mode & PU_FLESH)
1213 if (tmp->type == FLESH)
1214 {
1215 CHK_PICK_PICKUP;
1216 continue;
1217 }
1218
1219 /* bows and arrows. Bows are good for selling! */
1220 if (op->contr->mode & PU_BOW)
1221 if (tmp->type == BOW)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_ARROW)
1228 if (tmp->type == ARROW)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 /* all kinds of armor etc. */
1235 if (op->contr->mode & PU_ARMOUR)
1236 if (tmp->type == ARMOUR)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_HELMET)
1243 if (tmp->type == HELMET)
1244 {
1245 CHK_PICK_PICKUP;
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_SHIELD)
1250 if (tmp->type == SHIELD)
1251 {
1252 CHK_PICK_PICKUP;
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_BOOTS)
1257 if (tmp->type == BOOTS)
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_GLOVES)
1264 if (tmp->type == GLOVES)
1265 {
1266 CHK_PICK_PICKUP;
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_CLOAK)
1271 if (tmp->type == CLOAK)
1272 {
1273 CHK_PICK_PICKUP;
1274 continue;
1275 }
1276
1277 /* hoping to catch throwing daggers here */
1278 if (op->contr->mode & PU_MISSILEWEAPON)
1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284
1285 /* careful: chairs and tables are weapons! */
1286 if (op->contr->mode & PU_ALLWEAPON)
1287 {
1288 if (tmp->type == WEAPON && tmp->name != NULL)
1289 {
1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 {
1293 CHK_PICK_PICKUP;
1294 continue;
1295 }
1296 }
1297
1298 if (tmp->type == WEAPON && tmp->name == NULL)
1299 {
1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306 }
1307
1308 /* misc stuff that's useful */
1309 if (op->contr->mode & PU_KEY)
1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311 {
1312 CHK_PICK_PICKUP;
1313 continue;
1314 }
1315
1316 /* any of the last 4 bits set means we use the ratio for value
1317 * pickups */
1318 if (op->contr->mode & PU_RATIO)
1319 {
1320 /* use value density to decide what else to grab */
1321 /* >=7 was >= op->contr->mode */
1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326 {
1327 CHK_PICK_PICKUP;
1267#if 0 1328#if 0
1268 /* print the flags too */ 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1330 if (tmp->name != NULL)
1270 { 1331 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1332 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1333 }
1273 { 1334 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1337 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 1338#endif
1339 continue;
1340 }
1341 }
1342 } /* the new pickup model */
1280 } 1343 }
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 1344
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; 1345 return !stop;
1444} 1346}
1445 1347
1446/* 1348/*
1447 * Find an arrow in the inventory and after that 1349 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1350 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1351 * found object is returned.
1450 */ 1352 */
1353object *
1451object *find_arrow(object *op, const char *type) 1354find_arrow (object *op, const char *type)
1452{ 1355{
1453 object *tmp = NULL; 1356 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp);
1454 1359
1455 for(op=op->inv; op; op=op->below) 1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1362 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1363 {
1459 else if (op->type==ARROW && op->race==type) 1364 splay (tmp);
1365 return arrow;
1366 }
1367
1460 return op; 1368 return 0;
1461 return tmp;
1462} 1369}
1463 1370
1464/* 1371/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1372 * 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 1373 * 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 1374 * 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. 1375 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1376 */
1470 1377object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1378find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1379{
1473 object *tmp = NULL, *arrow, *ntmp; 1380 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1381 int attacknum, attacktype, betterby = 0, i;
1475 1382
1476 if (!type) 1383 if (!type)
1477 return NULL; 1384 return NULL;
1478 1385
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1386 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1387 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1388 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1389 {
1390 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1391 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1392 if (i > betterby)
1485 tmp = ntmp; 1393 {
1486 betterby = i; 1394 tmp = ntmp;
1487 } 1395 betterby = i;
1396 }
1397 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1398 else if (arrow->type == ARROW && arrow->race == type)
1399 {
1489 /* allways prefer assasination/slaying */ 1400 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1401 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1402 {
1492 if (arrow->attacktype & AT_DEATH) { 1403 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1404 {
1494 return arrow; 1405 *better = 100;
1495 } else { 1406 return arrow;
1496 tmp = arrow; 1407 }
1408 else
1409 {
1410 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1411 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1412 }
1499 } else { 1413 }
1414 else
1415 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1416 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1417 {
1501 attacktype = 1<<attacknum; 1418 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1419 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1420 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1421 {
1422 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1424 }
1507 } 1425 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1427 {
1428 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1429 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1430 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1431 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1432 {
1433 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1434 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1435 }
1436 }
1437 }
1516 } 1438 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1439 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1440 return find_arrow (op, type);
1521 1441
1522 *better = betterby; 1442 *better = betterby;
1523 return tmp; 1443 return tmp;
1524} 1444}
1525 1445
1526/* looks in a given direction, finds the first valid target, and calls 1446/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1447 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1448 * op = the shooter
1529 * type = bow->race 1449 * type = bow->race
1530 * dir = fire direction 1450 * dir = fire direction
1531 */ 1451 */
1532 1452object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1453pick_arrow_target (object *op, const char *type, int dir)
1534{ 1454{
1535 object *tmp = NULL; 1455 object *tmp = NULL;
1536 mapstruct *m; 1456 maptile *m;
1537 int i, mflags, found, number; 1457 int i, mflags, found, number;
1538 sint16 x, y; 1458 sint16 x, y;
1539 1459
1540 if (op->map == NULL) 1460 if (op->map == NULL)
1541 return find_arrow(op, type); 1461 return find_arrow (op, type);
1542 1462
1543 /* do a dex check */ 1463 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1464 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))) 1465 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1466 return find_arrow (op, type);
1547 1467
1548 m = op->map; 1468 m = op->map;
1549 x = op->x; 1469 x = op->x;
1550 y = op->y; 1470 y = op->y;
1551 1471
1552 /* find the first target */ 1472 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1473 for (i = 0, found = 0; i < 20; i++)
1474 {
1554 x += freearr_x[dir]; 1475 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1476 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1477 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1478 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1479 {
1558 tmp = NULL; 1480 tmp = NULL;
1559 break; 1481 break;
1482 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1483 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1484 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1485 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1486 * perhaps a bad assumption.
1563 */ 1487 */
1564 tmp = NULL; 1488 tmp = NULL;
1565 break; 1489 break;
1566 } 1490 }
1567 if (mflags & P_IS_ALIVE) { 1491 if (mflags & P_IS_ALIVE)
1492 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1493 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1494 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1495 {
1571 break; 1496 found++;
1572 } 1497 break;
1498 }
1573 if (found) 1499 if (found)
1574 break; 1500 break;
1575 } 1501 }
1576 } 1502 }
1577 if (tmp == NULL) 1503 if (tmp == NULL)
1578 return find_arrow(op, type); 1504 return find_arrow (op, type);
1579 1505
1580 if (tmp->head) 1506 if (tmp->head)
1581 tmp = tmp->head; 1507 tmp = tmp->head;
1582 1508
1583 return find_better_arrow(op, tmp, type, &i); 1509 return find_better_arrow (op, tmp, type, &i);
1584} 1510}
1585 1511
1586/* 1512/*
1587 * Creature fires a bow - op can be monster or player. Returns 1513 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1514 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1517 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1518 * 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 1519 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1520 * player fire modes.
1595 */ 1521 */
1522int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1523fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1524{
1599 object *left, *bow; 1525 object *left, *bow;
1600 tag_t left_tag, tag; 1526 int mflags;
1601 int bowspeed, mflags; 1527 maptile *m;
1602 mapstruct *m;
1603 1528
1604 if (!dir) { 1529 if (!dir)
1530 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1531 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1532 return 0;
1533 }
1534
1535 if (op->contr)
1536 bow = op->current_weapon;
1537 else
1607 } 1538 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1539 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1540 /* 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. 1541 * don't need to switch back and forth between bows and weapons.
1614 */ 1542 */
1615 if(bow->type==BOW) 1543 if (bow->type == BOW)
1616 break; 1544 break;
1617 1545
1618 if (!bow) { 1546 if (!bow)
1547 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1549 return 0;
1621 } 1550 }
1551
1552 // optimisation: move object to top so we will find it quickly again
1553 if (bow->below)
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1622 } 1559 }
1560
1623 if( !bow->race || !bow->skill) { 1561 if (!bow->race || !bow->skill)
1562 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1564 return 0;
1626 } 1565 }
1627 1566
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) { 1567 if (arrow == NULL)
1568 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1569 if ((arrow = find_arrow (op, bow->race)) == NULL)
1570 {
1638 if (op->type == PLAYER) 1571 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1572 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 */ 1573 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1574 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1575 CLEAR_FLAG (op, FLAG_READY_BOW);
1576
1644 return 0; 1577 return 0;
1645 } 1578 }
1646 } 1579 }
1580
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1581 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1582 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1583 return 0;
1650 } 1584
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1585 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1586 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1587 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1588 return 0;
1654 } 1589 }
1655 1590
1656 /* this should not happen, but sometimes does */ 1591 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1592 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1593 {
1594 arrow->destroy ();
1595 return 0;
1596 }
1662 1597
1663 left = arrow; /* these are arrows left to the player */ 1598 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1599 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1600 if (!arrow)
1601 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1603 return 0;
1669 return 0;
1670 } 1604 }
1671 set_owner(arrow, op); 1605
1672 if (arrow->skill) free_string(arrow->skill); 1606 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1607 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1608 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1609
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 */ 1610 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1611 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1612 arrow->stats.grace = arrow->attacktype;
1613
1688 if (arrow->slaying != NULL) 1614 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1615 arrow->spellarg = strdup (arrow->slaying);
1690 1616
1691 /* Note that this was different for monsters - they got their level 1617#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1618 if (player *pl = op->contr)
1693 */
1694 1619 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1620 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1621
1622 /* penalize ROF for bestarrow */
1623 if (pl->bowtype == bow_bestarrow)
1624 speed *= .9f;
1625 else
1626 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1627
1628 op->speed_left += speed - op->speed;
1629 }
1630#endif
1631
1632 SET_ANIMATION (arrow, arrow->direction);
1633
1699 /* update the speed */ 1634 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1635 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]) + 1636 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1637
1705 if (arrow->speed < 1.0) 1638 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1639 arrow->speed_left = 0;
1709 1640
1641 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1642
1710 if (op->type == PLAYER) { 1643 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1644 {
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; 1645 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1646 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = op->slaying;
1650
1651 arrow->attacktype |= op->attacktype;
1652 }
1653 else
1654 {
1721 arrow->level = op->level; 1655 arrow->level = op->level;
1722 } 1656 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1657
1658 if (!arrow->slaying)
1659 arrow->slaying = bow->slaying;
1660
1724 arrow->attacktype |= bow->attacktype; 1661 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1662 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1663
1728 arrow->map = m; 1664 wc -= arrow->level;
1665 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1666
1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1668 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1670
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1671 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1672 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1673
1736 if (!was_destroyed(arrow, tag)) 1674 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1675 move_arrow (arrow);
1738 1676
1739 if (op->type == PLAYER) { 1677 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1678 {
1679 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1680 esrv_del_item (op->contr, left->count);
1742 else 1681 else
1743 esrv_send_item(op, left); 1682 esrv_send_item (op, left);
1744 } 1683 }
1684
1745 return 1; 1685 return 1;
1746} 1686}
1747 1687
1748/* Special fire code for players - this takes into 1688/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1689 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1690 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1691 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1692 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1693 * hence the function name.
1754 */ 1694 */
1695int
1755int player_fire_bow(object *op, int dir) 1696player_fire_bow (object *op, int dir)
1756{ 1697{
1757 int ret=0, wcmod=0; 1698 int ret = 0, wcmod = 0;
1758 1699
1759 if (op->contr->bowtype == bow_bestarrow) { 1700 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1701 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1702 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); 1703 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1704 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1705 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1707 wcmod = -1;
1708
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1709 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1710 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1711 else if (op->contr->bowtype == bow_threewide)
1712 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1713 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)]); 1714 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)]); 1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1716 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1717 else if (op->contr->bowtype == bow_spreadshot)
1718 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1719 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); 1720 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); 1721 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1722 }
1777 } else { 1723 else
1724 {
1778 /* Simple case */ 1725 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1727 }
1728
1781 return ret; 1729 return ret;
1782} 1730}
1783
1784 1731
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1732/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1733 * Broken apart from 'fire' to keep it more readable.
1787 */ 1734 */
1735void
1788void fire_misc_object(object *op, int dir) 1736fire_misc_object (object *op, int dir)
1789{ 1737{
1790 object *item; 1738 object *item = op->contr->ranged_ob;
1791 1739
1792 if (!op->contr->ranges[range_misc]) { 1740 if (!item)
1741 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1742 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1743 return;
1795 } 1744 }
1796 1745
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1746 if (!item->inv)
1747 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1748 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1749 return;
1801 } 1750 }
1802 if (item->type == WAND) { 1751
1803 if(item->stats.food<=0) { 1752 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; 1753 return;
1807 } 1754
1755 if (item->type == WAND)
1756 {
1757 if (item->stats.food <= 0)
1758 {
1759 op->contr->play_sound (sound_find ("wand_poof"));
1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1761
1762 return;
1763 }
1764 }
1808 } else if (item->type == ROD || item->type==HORN) { 1765 else if (item->type == ROD || item->type == HORN)
1766 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1767 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); 1768 {
1769 op->contr->play_sound (sound_find ("wand_poof"));
1770
1811 if (item->type== ROD) 1771 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1772 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)); 1773 else
1814 else 1774 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, 1775
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1776 return;
1818 } 1777 }
1819 } 1778 }
1820 1779
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1780 if (cast_spell (op, item, dir, item->inv, NULL))
1781 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1782 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1783 if (item->type == WAND)
1784 {
1824 if (!(--item->stats.food)) { 1785 if (!(--item->stats.food))
1825 object *tmp; 1786 {
1826 if (item->arch) { 1787 object *tmp;
1788
1789 if (item->arch)
1790 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1791 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1792 item->face = item->arch->face;
1829 item->speed = 0; 1793 item->set_speed (0);
1830 update_ob_speed(item); 1794 }
1831 } 1795
1832 if ((tmp=is_player_inv(item))) 1796 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1797 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1798 }
1835 } 1799 }
1836 else if (item->type == ROD || item->type==HORN) { 1800 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1801 drain_rod_charge (item);
1838 }
1839 } 1802 }
1840} 1803}
1841 1804
1842/* Received a fire command for the player - go and do it. 1805/* Received a fire command for the player - go and do it.
1843 */ 1806 */
1807bool
1844void fire(object *op,int dir) { 1808fire (object *op, int dir)
1809{
1845 int spellcost=0; 1810 int spellcost = 0;
1846 1811
1847 /* check for loss of invisiblity/hide */ 1812 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1813 if (action_makes_visible (op))
1814 make_visible (op);
1849 1815
1850 switch(op->contr->shoottype) { 1816 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1817
1854 case range_bow: 1818 if (pl->golem)
1855 player_fire_bow(op, dir); 1819 {
1856 return; 1820 control_golem (op->contr->golem, dir);
1857 1821 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 } 1822 }
1873 else 1823
1874 control_golem(op->contr->ranges[range_golem], dir); 1824 object *ob = pl->ranged_ob;
1825
1826 if (!ob)
1875 return; 1827 return false;
1876 1828
1877 case range_skill: 1829 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; 1830 return false;
1885 case range_builder: 1831
1832 if (op->speed_left > 0.f)
1833 --op->speed_left;
1834 else
1835 return false;
1836
1837 switch (ob->type)
1838 {
1839 case BOW:
1840 player_fire_bow (op, dir);
1841 break;
1842
1843 case SPELL:
1844 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1845 break;
1846
1847 case BUILDER:
1886 apply_map_builder( op, dir ); 1848 apply_map_builder (op, dir);
1887 return; 1849 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1850
1851 case SKILL:
1852 do_skill (op, op, ob, dir, 0);
1853 break;
1894 1854
1855 default:
1856 fire_misc_object (op, dir);
1857 break;
1858 }
1859
1860 return true;
1861}
1895 1862
1896/* find_key 1863/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1864 * 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 1865 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1866 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1868 * pl is the player,
1902 * inv is the objects inventory to searched 1869 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1870 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1871 * This function can be called recursively to search containers.
1905 */ 1872 */
1906 1873object *
1907object * find_key(object *pl, object *container, object *door) 1874find_key (object *pl, object *container, object *door)
1908{ 1875{
1909 object *tmp,*key; 1876 object *tmp, *key;
1910 1877
1911 /* Should not happen, but sanity checking is never bad */ 1878 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1879 if (!container->inv)
1880 return 0;
1913 1881
1914 /* First, lets try to find a key in the top level inventory */ 1882 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1883 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1885 if (door->type == DOOR && tmp->type == KEY)
1886 break;
1917 /* For sanity, we should really check door type, but other stuff 1887 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1888 * (like containers) can be locked with special keys
1919 */ 1889 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1891 break;
1922 } 1892 }
1893
1923 /* No key found - lets search inventories now */ 1894 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1895 /* 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 1896 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1897 * a key, return
1927 */ 1898 */
1928 if (!tmp) { 1899 if (!tmp)
1900 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1930 /* No reason to search empty containers */ 1903 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1904 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1905 {
1906 if ((key = find_key (pl, tmp, door)))
1907 return key;
1908 }
1909 }
1910
1911 if (!tmp)
1912 return NULL;
1933 } 1913 }
1934 } 1914
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1915 /* 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 1916 * see if we actually want to use it
1939 */ 1917 */
1940 if (pl!=container) { 1918 if (pl != container)
1919 {
1941 /* Only let players use keys in containers */ 1920 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1921 if (!pl->contr)
1922 return NULL;
1943 /* cases where this fails: 1923 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1924 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1925 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1926 * If the container is not active, return now since only active
1947 * containers can be used. 1927 * containers can be used.
1948 * If we only search keyrings and the container does not have 1928 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1929 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1930 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1931 * inv must have been an container and must have been active.
1952 * 1932 *
1953 * Change the color so that the message doesn't disappear with 1933 * Change the color so that the message doesn't disappear with
1954 * all the others. 1934 * all the others.
1955 */ 1935 */
1956 if (pl->contr->usekeys == key_inventory || 1936 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1937 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1939 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1941 "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; 1942 return NULL;
1965 } 1943 }
1966 } 1944 }
1945
1967 return tmp; 1946 return tmp;
1968} 1947}
1969 1948
1970/* moved door processing out of move_player_attack. 1949/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1950 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1951 * such that the caller should not do anything more,
1973 * 0 otherwise 1952 * 0 otherwise
1974 */ 1953 */
1954static int
1975static int player_attack_door(object *op, object *door) 1955player_attack_door (object *op, object *door)
1976{ 1956{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* 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 - 1958 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
1981 */ 1960 */
1982 object *key=find_key(op, op, door); 1961 object *key = find_key (op, op, door);
1983 1962
1984 /* IF we found a key, do some extra work */ 1963 /* If we found a key, do some extra work */
1985 if (key) { 1964 if (key)
1965 {
1986 object *container=key->env; 1966 object *container = key->env;
1987 1967
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1968 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1969 make_visible (op);
1970
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1972 spring_trap (door->inv, op);
1973
1991 if (door->type == DOOR) { 1974 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1976 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1977 {
1996 "You open the door with the %s", query_short_name(key)); 1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1980 }
1981
1999 /* Do this after we print the message */ 1982 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1984 /* Need to update the weight the container the key was in */
2002 if (container != op) 1985 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
2004 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
1989 }
2005 } else if (door->type==LOCKED_DOOR) { 1990 else if (door->type == LOCKED_DOOR)
1991 {
2006 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1994 return 1;
2009 } 1995 }
1996
2010 return 0; 1997 return 0;
2011} 1998}
2012 1999
2013/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2018 */ 2005 */
2019 2006bool
2020void move_player_attack(object *op, int dir) 2007move_player_attack (object *op, int dir)
2021{ 2008{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2009 int on_battleground;
2025 mapstruct *m;
2026 2010
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2031 2013
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2033 2015
2016 if (out_of_map (op->map, nx, ny))
2017 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2024
2034 /* If braced, or can't move to the square, and it is not out of the 2025 /* 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 2026 * 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 2027 * 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 2028 * 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 2029 * 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 2030 * 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 2031 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2032 * move_ob uses.
2042 */ 2033 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2034 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 2035
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2036 /* 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. 2037 * 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 2038 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2039 * on the space
2060 */ 2040 */
2061 while (tmp!=NULL) { 2041 object *mon;
2062 if (tmp == op) { 2042 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2043 {
2064 continue; 2044 if ((mon->flag [FLAG_ALIVE]
2045 || mon->type == LOCKED_DOOR
2046 || mon->flag [FLAG_CAN_ROLL])
2047 && mon != op)
2048 break;
2065 } 2049 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2050
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 */ 2051 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2052 return false; /* into a wall */
2077 2053
2078 if(mon->head != NULL)
2079 mon = mon->head; 2054 mon = mon->head_ ();
2080 2055
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2058 if (player_attack_door (op, mon))
2059 {
2060 --op->contr->weapon_sp_left;
2061 return true;
2062 }
2083 2063
2084 /* The following deals with possibly attacking peaceful 2064 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2065 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2066 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2067 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2068 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2069 * and thus will not push them.
2090 */ 2070 */
2091 2071
2092 /* If the creature is a pet, push it even if the player is not 2072 /* 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 2073 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2074 * player owns it and it is either friendly or unagressive.
2095 */ 2075 */
2096 if ((op->type==PLAYER) 2076 if (op->type == PLAYER
2097#if COZY_SERVER 2077 && ((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)) 2078 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2079 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2081 {
2109 /* If we're braced, we don't want to switch places with it */ 2082 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2083 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2084 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2085
2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089
2090 op->play_sound (sound_find ("push_player"));
2091 push_ob (mon, dir, op);
2092
2093 if (op->contr->tmp_invis || op->hide)
2094 make_visible (op);
2095
2096 return true;
2097 }
2098 else
2099 return false;
2100 }
2101
2117 /* in certain circumstances, you shouldn't attack friendly 2102 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2103 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2104 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2105 * attack them either.
2121 */ 2106 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2107 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2108 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2109 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2110 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2111 && !on_battleground))
2112 {
2113 if (op->speed_left > 0.f)
2114 {
2115 --op->speed_left;
2116
2117 if (!op->contr->braced)
2131 )) { 2118 {
2132 if (!op->contr->braced) { 2119 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2120 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2121 }
2135 } else { 2122 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2123 op->statusmsg ("You withhold your attack");
2124
2125 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op);
2127
2128 return true;
2129 }
2137 } 2130 }
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 2131 /* 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. 2132 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2133 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135 {
2136 if (op->speed_left > 0.f)
2137 {
2138 --op->speed_left;
2139
2145 recursive_roll(mon,dir,op); 2140 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2141 if (action_makes_visible (op))
2147 } 2142 make_visible (op);
2148 2143
2144 return true;
2145 }
2146 }
2149 /* Any generic living creature. Including things like doors. 2147 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2148 * 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: 2149 * 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 2150 * 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. 2151 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2152 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2154 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2155 {
2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 {
2158 --op->contr->weapon_sp_left;
2159 2159
2160 /* If the player hasn't hit something this tick, and does 2160 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 2161
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2162 if (action_makes_visible (op))
2163 make_visible (op);
2164
2165 return true;
2166 }
2169 } 2167 }
2170 2168
2171 skill_attack(mon, op, 0, NULL, NULL); 2169 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} 2170}
2189 2171
2172bool
2190int move_player(object *op,int dir) { 2173move_player (object *op, int dir)
2174{
2191 int pick; 2175 int pick;
2192 object *transport = op->contr->transport;
2193 2176
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2177 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; 2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ((dir < 0) || (dir >= 9))
2182 {
2183 LOG (llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2189 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2190
2191 op->facing = dir;
2192
2193 if (op->hide)
2194 do_hidden_move (op);
2195
2196 bool retval;
2197
2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2199 retval = RESULT_INT (0);
2200 else if (op->contr->fire_on)
2201 retval = fire (op, dir);
2202 else
2203 {
2204 retval = move_player_attack (op, dir);
2205 pick = check_pick (op);
2206 }
2207
2208 /* Add special check for newcs players and fire on - this way, the
2209 * server can handle repeat firing.
2210 */
2211 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2212 op->direction = dir;
2213 else
2214 op->direction = 0;
2215
2216 /* Update how the player looks. Use the facing, so direction may
2217 * get reset to zero. This allows for full animation capabilities
2218 * for players.
2219 */
2220 animate_object (op, op->facing);
2221
2222 return retval;
2256} 2223}
2257 2224
2258/* This is similar to handle_player, below, but is only used by the 2225/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2226 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2227 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2228 * the new speed values for commands.
2262 * 2229 *
2263 * Returns true if there are more actions we can do. 2230 * Returns true if there are more actions we can do. Should not do
2231 * many actions in a row, as that would be too unfair to other
2232 * players.
2264 */ 2233 */
2234bool
2265int handle_newcs_player(object *op) 2235handle_newcs_player (object *op)
2266{ 2236{
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)) { 2237 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 } 2238 {
2239 if (op->speed_left > 0.f)
2240 {
2241 --op->speed_left;
2242 flee_player (op);
2291 2243
2292 /* I've been seeing crashes where the golem has been destroyed, but 2244 return true;
2293 * the player object still points to the defunct golem. The code that 2245 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2246 else
2295 * put this in a a workaround to clean up the golem pointer. 2247 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 } 2248 }
2303 2249
2304 /* call this here - we also will call this in do_ericserver, but 2250 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2251 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2252 * called, so we recheck it here.
2307 */ 2253 */
2308 HandleClient(&op->contr->socket, op->contr); 2254 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2255 return true;
2310 2256
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2257 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); 2258 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2259
2321 else return 0; 2260 return false;
2322 } 2261}
2262
2263int
2264save_life (object *op)
2265{
2266 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2267 return 0;
2324}
2325 2268
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) 2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2271 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2272 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2274
2338 if (op->contr) 2275 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2276 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2277
2341 free_object(tmp); 2278 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2279 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280
2343 if(op->stats.hp<0) 2281 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2282 op->stats.hp = op->stats.maxhp;
2283
2345 if(op->stats.food<0) 2284 if (op->stats.food < 0)
2346 op->stats.food = 999; 2285 op->stats.food = 999;
2347 fix_player(op); 2286
2287 op->update_stats ();
2348 return 1; 2288 return 1;
2349 } 2289 }
2290
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2292 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2293 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2294 return 0;
2354} 2295}
2355 2296
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* 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 2298 * 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 2299 * function will descend into containers. op is the object to start the search
2359 * from. 2300 * from.
2360 */ 2301 */
2302static void
2361void remove_unpaid_objects(object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2362{ 2304{
2363 object *next;
2364
2365 while (op) { 2305 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2306 {
2367 * we remove object 'op' 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2308
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2310 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2311 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2312 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 2313
2314 op->insert_at (env);
2315 }
2316 else if (op->inv)
2317 drop_unpaid_items (op->inv, env);
2318
2319 op = next;
2320 }
2321}
2322
2323void
2324object::drop_unpaid_items ()
2325{
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2328}
2382 2329
2383/* 2330/*
2384 * Returns pointer a static string containing gravestone text 2331 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2332 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2333 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2334 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2335 * but there isn't one in the server directory.
2389 */ 2336 */
2337char *
2390char *gravestone_text (object *op) 2338gravestone_text (object *op)
2391{ 2339{
2392 static char buf2[MAX_BUF]; 2340 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2341 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2342 time_t now = time (NULL);
2395 2343
2396 strcpy (buf2, " R.I.P.\n\n"); 2344 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2345 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2346 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2347 else
2400 sprintf (buf, "%s\n", op->name); 2348 sprintf (buf, "%s\n", &op->name);
2349
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2350 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2351 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2352 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2353 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2354 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2355 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2356
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2358 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2359 if (op->type == PLAYER)
2360 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2361 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2362 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2363 strcat (buf2, buf);
2413 } 2364 }
2365
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2366 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2368 strcat (buf2, buf);
2369
2417 return buf2; 2370 return buf2;
2418} 2371}
2419 2372
2420 2373void
2421
2422void do_some_living(object *op) { 2374do_some_living (object *op)
2375{
2423 int last_food=op->stats.food; 2376 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2377 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2378 int over_hp, over_sp, over_grace;
2426 int i; 2379 int i;
2427 int rate_hp = 1200; 2380 int rate_hp = 1200;
2428 int rate_sp = 2500; 2381 int rate_sp = 2500;
2429 int rate_grace = 2000; 2382 int rate_grace = 2000;
2430 const int max_hp = 1; 2383 const int max_hp = 1;
2431 const int max_sp = 1; 2384 const int max_sp = 1;
2432 const int max_grace = 1; 2385 const int max_grace = 1;
2433 2386
2434 if (op->contr->outputs_sync) { 2387 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2388 {
2436 if (op->contr->outputs[i].buf!=NULL && 2389 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2390 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2391 * depending on the value of invisible, so we need to
2392 * alternate it here for it to work correctly.
2393 */
2394 if (pticks & 2)
2395 op->invisible--;
2439 } 2396 }
2397 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2398 {
2399 if (!op->invisible--)
2400 {
2401 make_visible (op);
2402 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403 }
2404 }
2440 2405
2441 if(op->contr->state==ST_PLAYING) { 2406 if (op->contr->ns->state == ST_PLAYING)
2442 2407 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2408 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2409 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) 2410 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2411 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2412 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2413 {
2414 gen_hp = op->stats.maxhp;
2415 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2416 }
2417
2418 if (op->contr->gen_sp >= 0)
2419 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2420 else
2421 {
2422 gen_sp = op->stats.maxsp;
2423 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2424 }
2425
2426 if (op->contr->gen_grace >= 0)
2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2428 else
2429 {
2430 gen_grace = op->stats.maxgrace;
2431 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2432 }
2433
2434 /* Regenerate Grace */
2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2436 if (--op->last_grace < 0)
2437 {
2438 if (op->stats.grace < op->stats.maxgrace / 2)
2439 op->stats.grace++; /* no penalty in food for regaining grace */
2440
2441 if (max_grace > 1)
2442 {
2443 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2444 if (over_grace > 0)
2445 {
2446 op->stats.sp += over_grace
2447 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2448 op->last_grace = 0;
2449 }
2450 else
2451 {
2452 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2453 }
2454 }
2455 else
2456 {
2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2458 }
2459 /* wearing stuff doesn't detract from grace generation. */
2460 }
2461
2462 if (op->stats.food > 0)
2463 {
2464 /* Regenerate Spell Points */
2465 if (!op->contr->golem && --op->last_sp < 0)
2466 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2476 op->stats.food--;
2477
2478 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion;
2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food = last_food;
2482 }
2483 }
2484
2485 if (max_sp > 1)
2486 {
2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2514 {
2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
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 {
2549 int bonus = max (0, op->contr->digestion),
2550 penalty = max (0, -op->contr->digestion);
2551
2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2553
2561 /* dms do not consume food */ 2554 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2556 op->stats.food--;
2564 } 2557 }
2565 2558
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2559 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2560 {
2561 object *tmp, *flesh = 0;
2568 2562
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2563 for (tmp = op->inv; tmp; tmp = tmp->below)
2564 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2565 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2566 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2567 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2568 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2569 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2570 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2571 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2572 break;
2576 } 2573 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2574 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2575 flesh = tmp;
2579 } /* end of for loop */ 2576 } /* End if paid for object */
2577 } /* end of for loop */
2578
2580 /* If player is still starving, it means they don't have any food, so 2579 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2580 * eat flesh instead.
2582 */ 2581 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2582 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2585 manual_apply (op, flesh, 0);
2586 } 2586 }
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 2587 }
2588
2589 if (op->stats.food < 0)
2590 {
2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2594
2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2596 kill_player (op);
2597 }
2598}
2597 2599
2598/* If the player should die (lack of hp, food, etc), we call this. 2600/* 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 2601 * 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 2602 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2603 * file.
2602 */ 2604 */
2605void
2603void kill_player(object *op) 2606kill_player (object *op)
2604{ 2607{
2608 int x, y;
2605 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2610 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; 2611 int will_kill_again;
2614 archetype *at; 2612 archetype *at;
2615 object *tmp; 2613 object *tmp;
2616 2614
2617 if(save_life(op)) 2615 if (save_life (op))
2618 return; 2616 return;
2619 2617
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2618 /* 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. 2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2620 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2621 */
2625 if (op_on_battleground(op, &x, &y)) { 2622 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2623 {
2627 "You have been defeated in combat!"); 2624 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, 2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2626
2630
2631 /* restore player */ 2627 /* restore player */
2632 at = find_archetype("poisoning"); 2628 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2629 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2630 {
2635 remove_ob(tmp); 2631 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2633 }
2639 2634
2640 at = find_archetype("confusion"); 2635 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2636 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2637 {
2643 remove_ob(tmp); 2638 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2640 }
2647 2641
2648 cure_disease(op,0); /* remove any disease */ 2642 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2643 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2644 if (op->stats.food <= 0)
2651 2645 op->stats.food = 999;
2646
2652 /* create a bodypart-trophy to make the winner happy */ 2647 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2649 {
2650 tmp->name = format ("%s's finger" , &op->name);
2651 tmp->name_pl = format ("%s's fingers", &op->name);
2652 tmp->msg = format (
2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2655 );
2656 tmp->value = 0, tmp->type = 0;
2657 tmp->materialname = "organics";
2658 tmp->insert_at (op, tmp);
2655 { 2659 }
2656 sprintf(buf,"%s's finger",op->name); 2660
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*/ 2661 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2662 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2663 op->contr->braced = 0;
2672 return; 2664 return;
2673 } 2665 }
2674 2666
2675 INVOKE_PLAYER (DEATH, op->contr); 2667 INVOKE_PLAYER (DEATH, op->contr);
2676 2668
2677 command_kill_pets (op, 0); 2669 command_kill_pets (op, 0);
2678 2670
2679 if(op->stats.food<0) { 2671 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"); 2672 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 2673
2674 op->contr->play_sound (sound_find ("player_dies"));
2675
2700 /* save the map location for corpse, gravestone*/ 2676 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2677 x = op->x;
2678 y = op->y;
2679 map = op->map;
2702 2680
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2681 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2682 * 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. 2683 * See the config.h file for a little more in depth detail about this.
2708 */ 2684 */
2709 2685
2710 /* Basically two ways to go - remove a stat permanently, or just 2686 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2687 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2688 * of death.
2713 */ 2689 */
2714#ifndef COZY_SERVER 2690#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2691 if (settings.balanced_stat_loss)
2692 {
2716 /* If stat loss is permanent, lose one stat only. */ 2693 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2694 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2695 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2696 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2697 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2698 little bit harder. */
2722 /* GD */ 2699 /* GD */
2723 if (settings.stat_loss_on_death) 2700 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2701 num_stats_lose = 1;
2725 else 2702 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2703 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2704 }
2705 else
2728 num_stats_lose = 1; 2706 num_stats_lose = 1;
2729 } 2707
2730 lost_a_stat = 0; 2708 lost_a_stat = 0;
2731 2709
2732 for (z=0; z<num_stats_lose; z++) { 2710 for (z = 0; z < num_stats_lose; z++)
2711 {
2733 i = RANDOM() % NUM_STATS; 2712 i = RANDOM () % NUM_STATS;
2734 2713
2735 if (settings.stat_loss_on_death) { 2714 if (settings.stat_loss_on_death)
2715 {
2736 /* Pick a random stat and take a point off it. Tell the player 2716 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2717 * what he lost.
2738 */ 2718 */
2739 change_attr_value(&(op->stats), i,-1); 2719 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2720 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2721 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2722 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2723 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2724 lost_a_stat = 1;
2745 } else { 2725 }
2726 else
2727 {
2746 /* deplete a stat */ 2728 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2729 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2730 object *dep;
2731
2732 dep = present_arch_in_ob (deparch, op);
2733 if (!dep)
2749 2734 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2735 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2736 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 2737 }
2783 if (lose_this_stat) { 2738 lose_this_stat = 1;
2739 if (settings.balanced_stat_loss)
2740 {
2741 /* GD */
2742 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2743 this_stat = get_attr_value (&(dep->stats), i);
2744 if (this_stat < 0)
2745 {
2746 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2747 int keep_chance = this_stat * this_stat;
2748
2749 /* Yes, I am paranoid. Sue me. */
2750 if (keep_chance < 1)
2751 keep_chance = 1;
2752
2753 /* There is a maximum depletion total per level. */
2754 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2755 {
2756 lose_this_stat = 0;
2757 /* Take loss chance vs keep chance to see if we
2758 retain the stat. */
2759 }
2760 else
2761 {
2762 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2763 lose_this_stat = 0;
2764 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2765 this_stat, keep_chance, loss_chance,
2766 lose_this_stat?"LOSE":"KEEP"); */
2767 }
2768 }
2769 }
2770
2771 if (lose_this_stat)
2772 {
2773 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2774 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2775 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2776 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2777 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2778 * difference.
2790 */ 2779 */
2791 if (this_stat>=-50) { 2780 if (this_stat >= -50)
2781 {
2792 change_attr_value(&(dep->stats), i, -1); 2782 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2783 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2784 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2785 op->update_stats ();
2796 lost_a_stat = 1; 2786 lost_a_stat = 1;
2797 } 2787 }
2798 } 2788 }
2789 }
2799 } 2790 }
2800 }
2801 /* If no stat lost, tell the player. */ 2791 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2792 if (!lost_a_stat)
2803 { 2793 {
2804 /* determine_god() seems to not work sometimes... why is this? 2794 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2795 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2796 const char *god = determine_god (op);
2797
2807 if (god && (strcmp(god, "none"))) 2798 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2799 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" 2800 else
2810 " you.", god); 2801 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 } 2802 }
2803#else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2805#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 2806
2819 /* Put a gravestone up where the character 'almost' died. List the 2807 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2808 * exp loss on the stone.
2821 */ 2809 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2810 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2811 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2812 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2813 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2814 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2815 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" 2816 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; 2817 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2818 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2819
2836 /**************************************/ 2820 /**************************************/
2837 /* */ 2821 /* */
2838 /* Subtract the experience points, */ 2822 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2823 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2824 /* food, and reset HP's... */
2841 /* */ 2825 /* */
2842 /**************************************/ 2826 /**************************************/
2843 2827
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2828 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2829 /* restore player */
2846 at = find_archetype("poisoning"); 2830 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2832
2848 if (tmp) { 2833 if (tmp)
2849 remove_ob(tmp); 2834 {
2850 free_object(tmp); 2835 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2837 }
2853 2838
2854 at = find_archetype("confusion"); 2839 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2840 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2841 if (tmp)
2857 remove_ob(tmp); 2842 {
2858 free_object(tmp); 2843 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2845 }
2846
2861 cure_disease(op,0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2862 2848
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2849 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2850 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2851 if (op->stats.food < 100)
2852 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2853 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2856
2870 /* 2857 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2858 * 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 2859 * and put them back in the map.
2873 * in the map. 2860 */
2874 */ 2861 op->drop_unpaid_items ();
2875 2862
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 /****************************************/ 2863 /****************************************/
2885 /* */ 2864 /* */
2886 /* Move player to his current respawn- */ 2865 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2866 /* position (usually last savebed) */
2888 /* */ 2867 /* */
2889 /****************************************/ 2868 /****************************************/
2890 2869
2891 enter_player_savebed(op); 2870 enter_player_savebed (op);
2892 2871
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2872 op->contr->braced = 0;
2897 save_player(op,1);
2898 2873
2899 /* it is possible that the player has blown something up 2874 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2875 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2876 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2877 * on the space that might harm the player.
2903 */ 2878 */
2904 will_kill_again=0; 2879 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2881 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2882 will_kill_again |= tmp->attacktype;
2908 } 2883
2909 if (will_kill_again) { 2884 if (will_kill_again)
2885 {
2910 object *force; 2886 object *force;
2911 int at; 2887 int at;
2912 2888
2913 force=get_archetype(FORCE_NAME); 2889 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2890 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2891 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2892 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2893 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2894 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2895 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2896 force->resist[at] = 100;
2921 } 2897
2922 insert_ob_in_ob(force, op); 2898 insert_ob_in_ob (force, op);
2923 fix_player(op); 2899 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2900
2901 }
2902
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2903 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} 2904}
2999 2905
3000 2906void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2907loot_object (object *op)
2908{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2909 object *tmp, *tmp2, *next;
3003 2910
3004 if (op->container) { /* close open sack first */ 2911 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2912
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2913 for (tmp = op->inv; tmp; tmp = next)
2914 {
3009 next=tmp->below; 2915 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2916
3011 remove_ob(tmp); 2917 if (tmp->invisible)
2918 continue;
2919
2920 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2921 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2922
3014 loot_object(tmp); 2923 if (tmp->type == CONTAINER)
3015 } 2924 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2925
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2926 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2927 {
3018 if(tmp->nrof>1) { 2928 if (tmp->nrof > 1)
2929 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2931 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 }
2934 else
2935 tmp->destroy ();
2936 }
3022 } else 2937 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2938 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2939 }
3027} 2940}
3028 2941
3029/* 2942/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2945 * was changed.
3033 */ 2946 */
3034 2947void
3035void fix_weight(void) { 2948fix_weight (void)
3036 player *pl; 2949{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2950 for_all_players (pl)
2951 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2953
3039 if(old == sum) 2954 if (old == sum)
3040 continue; 2955 continue;
3041 fix_player(pl->ob); 2956 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2957 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2958 }
3045} 2959}
3046 2960
2961void
3047void fix_luck(void) { 2962fix_luck (void)
3048 player *pl; 2963{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2964 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2965 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2966 pl->ob->change_luck (0);
3052} 2967}
3053
3054 2968
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2969/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2970 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2971 * just treat this as any other spell casting object.
3058 */ 2972 */
3059
3060void 2973void
3061cast_dust (object * op, object * throw_ob, int dir) 2974cast_dust (object *op, object *throw_ob, int dir)
3062{ 2975{
3063 object *skop, *spob; 2976 object *skop, *spob;
3064 2977
3065 skop = find_skill_by_name (op, throw_ob->skill); 2978 skop = find_skill_by_name (op, throw_ob->skill);
3066 2979
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2980 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2981 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2982 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2983 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2984 return;
3073 } 2985 }
3074 2986
3075 spob = throw_ob->inv; 2987 spob = throw_ob->inv;
3076 2988
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2989 // 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 2990 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2991 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2992 if (!spob)
3081 { 2993 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2994 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; 2995 return;
3085 } 2996 }
3086 2997
3087 if (op->type == PLAYER) 2998 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2999 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3000
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3001 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3002
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3003 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3004}
3096 3005
3006void
3097void make_visible (object *op) { 3007make_visible (object *op)
3008{
3098 op->hide = 0; 3009 op->hide = 0;
3099 op->invisible = 0; 3010 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 3011
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) 3012 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3013 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3014 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3015 op->contr->invis_race = 0;
3016 }
3017
3018 update_object (op, UP_OBJ_CHANGE);
3019}
3020
3021int
3022is_true_undead (object *op)
3023{
3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3025 return 1;
3026
3116 return 0; 3027 return 0;
3117} 3028}
3118 3029
3119/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3032 * indicate greater hideability.
3122 */ 3033 */
3123 3034int
3124int hideability(object *ob) { 3035hideability (object *ob)
3036{
3125 int i,level=0, mflag; 3037 int i, level = 0, mflag;
3126 sint16 x,y; 3038 sint16 x, y;
3127 3039
3128 if(!ob||!ob->map) return 0; 3040 if (!ob || !ob->map)
3041 return 0;
3129 3042
3130 /* so, on normal lighted maps, its hard to hide */ 3043 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3044 level = ob->map->darkness - 2;
3132 3045
3133 /* this also picks up whether the object is glowing. 3046 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3047 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3048 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3049 if (has_carried_lights (ob))
3050 level = -(10 + (2 * ob->map->darkness));
3137 3051
3138 /* scan through all nearby squares for terrain to hide in */ 3052 /* 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]) { 3053 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3054 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3056 if (mflag & P_OUT_OF_MAP)
3057 {
3058 continue;
3059 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3060 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3061 level += 2;
3144 else /* open terrain! */ 3062 else /* open terrain! */
3145 level -= 1; 3063 level -= 1;
3146 } 3064 }
3147 3065
3148#if 0 3066#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3067 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3068#endif
3151 return level; 3069 return level;
3152} 3070}
3153 3071
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3072/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3073 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3074 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3075 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3076 */
3159 3077void
3160void do_hidden_move (object *op) { 3078do_hidden_move (object *op)
3079{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3081 object *skop;
3163 3082
3164 if(!op || !op->map) return; 3083 if (!op || !op->map)
3084 return;
3165 3085
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3086 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3087
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3088 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3089 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3090 if (!skop || num >= skop->level)
3091 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3092 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3093 make_visible (op);
3173 return; 3094 return;
3174 } else num += 20;
3175 } 3095 }
3096 else
3097 num += 20;
3098
3176 num += op->map->difficulty; 3099 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3100 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3101 num -= hide;
3102
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3104 {
3180 make_visible(op); 3105 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3106 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3108 }
3184 else if (op->type == PLAYER && skop) { 3109 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3111}
3188 3112
3189/* determine if who is standing near a hostile creature. */ 3113/* determine if who is standing near a hostile creature. */
3190 3114
3115int
3191int stand_near_hostile( object *who ) { 3116stand_near_hostile (object *who)
3117{
3192 object *tmp=NULL; 3118 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3119 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3120 maptile *m;
3195 sint16 x,y; 3121 sint16 x, y;
3196 3122
3197 if(!who) return 0; 3123 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; 3124 return 0;
3125
3126 if (who->type == PLAYER)
3127 player = 1;
3128
3129 else
3130 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3131
3132 /* search adjacent squares */
3133 for (i = 1; i < 9; i++)
3134 {
3135 x = who->x + freearr_x[i];
3136 y = who->y + freearr_y[i];
3137 m = who->map;
3138 mflags = get_map_flags (m, &m, x, y, &x, &y);
3139 /* space must be blocked if there is a monster. If not
3140 * blocked, don't need to check this space.
3141 */
3142 if (mflags & P_OUT_OF_MAP)
3143 continue;
3144 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3145 continue;
3146
3147 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3148 {
3149 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3150 return 1;
3151 else if (tmp->type == PLAYER)
3152 {
3153 /*don't let a hidden DM prevent you from hiding */
3154 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3155 return 1;
3156 }
3157 }
3158 }
3159 return 0;
3227} 3160}
3228 3161
3229/* check the player los field for viewability of the 3162/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3170 * 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. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3172 * -b.t.
3240 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3241 */ 3174 */
3242 3175int
3243int player_can_view (object *pl,object *op) { 3176player_can_view (object *pl, object *op)
3177{
3244 rv_vector rv; 3178 rv_vector rv;
3245 int dx,dy; 3179 int dx, dy;
3246 3180
3247 if(pl->type!=PLAYER) { 3181 if (pl->type != PLAYER)
3182 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3183 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; 3184 return -1;
3274 op = op->more;
3275 } 3185 }
3186
3187 if (!pl || !op)
3276 return 0; 3188 return 0;
3189
3190 op = op->head_ ();
3191
3192 get_rangevector (pl, op, &rv, 0x1);
3193
3194 /* starting with the 'head' part, lets loop
3195 * through the object and find if it has any
3196 * part that is in the los array but isn't on
3197 * a blocked los square.
3198 * we use the archetype to figure out offsets.
3199 */
3200 while (op)
3201 {
3202 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y;
3204
3205 /* only the viewable area the player sees is updated by LOS
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1;
3213
3214 op = op->more;
3215 }
3216
3217 return 0;
3277} 3218}
3278 3219
3279/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3222 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3223 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3224 * return 0.
3284 */ 3225 */
3226int
3285int action_makes_visible (object *op) { 3227action_makes_visible (object *op)
3286 3228{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3232 return 0;
3290 3233
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3292 3236
3293 /* If monsters, they should become visible */ 3237 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3241 return 1;
3297 } 3242 }
3298 } 3243 }
3244
3299 return 0; 3245 return 0;
3300} 3246}
3301 3247
3302/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3250 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3251 * -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 3252 * 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 3253 * 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 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3255 */
3256int
3310int op_on_battleground (object *op, int *x, int *y) { 3257op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3258{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3259 /* 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), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3268 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3270 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3274 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3276 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3278 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3280 {
3281 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3284 return 1;
3285 }
3286 }
3287 }
3288
3289 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3332 return 1; 3292 return 1;
3333 } 3293 }
3334 } 3294 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3295 }
3340 } 3296
3341 }
3342 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3343 return 0; 3298 return 0;
3344} 3299}
3345 3300
3346/* 3301/*
3350 * attributes: 3305 * attributes:
3351 * object *who the dragon player 3306 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3307 * int atnr the attack-number of the ability focus
3353 * int level ability level 3308 * int level ability level
3354 */ 3309 */
3310void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3311dragon_ability_gain (object *who, int atnr, int level)
3312{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3313 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3314 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3315 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3316 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3318 int i = 0, j = 0;
3362 3319
3363 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3329
3373 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3374 return; 3331 return;
3375 3332
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3334
3378 3335 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3336 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3338 return;
3382 } 3339 }
3383 3340
3384 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3342 item = tr->item;
3386 3343
3387 if (item->type == SPELL) { 3344 if (item->type == SPELL)
3345 {
3388 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3389 return; 3347 return;
3390 3348
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3349 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); 3350 do_learn_spell (who, item, 0);
3393 return; 3351 return;
3394 } 3352 }
3395 3353
3396 /* grant direct spell */ 3354 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3355 if (item->type == SPELLBOOK)
3356 {
3398 if (!item->inv) { 3357 if (!item->inv)
3358 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3359 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3360 return;
3402 } 3361 }
3403 if (check_spell_known (who, item->inv->name)) 3362 if (check_spell_known (who, item->inv->name))
3404 return; 3363 return;
3405 if (item->invisible) { 3364 if (item->invisible)
3365 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3366 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); 3367 do_learn_spell (who, item->inv, 0);
3408 return; 3368 return;
3409 } 3369 }
3410 } 3370 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3371 else if (item->type == SKILL_TOOL && item->invisible)
3372 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3373 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3374 {
3413 3375
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3376 /* 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 3377 * 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, 3378 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3379 * but not all of them, he gets nothing.
3418 */ 3380 */
3419 if (!(skop->attacktype & item->attacktype)) { 3381 if (!(skop->attacktype & item->attacktype))
3382 {
3420 /* Give new attacktype */ 3383 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3384 skop->attacktype |= item->attacktype;
3422 3385
3423 /* always add physical if there's none */ 3386 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3387 skop->attacktype |= AT_PHYSICAL;
3425 3388
3426 if (item->msg != NULL) 3389 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3390 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3391
3429 /* Give player new face */ 3392 /* Give player new face */
3430 if (item->animation_id) { 3393 if (item->animation_id)
3394 {
3431 who->face = skop->face; 3395 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3396 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3397 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3398 who->last_anim = 0;
3435 who->state = 0; 3399 who->state = 0;
3436 animate_object(who, who->direction); 3400 animate_object (who, who->direction);
3437 } 3401 }
3402 }
3403 }
3438 } 3404 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3405 else if (item->type == FORCE)
3406 {
3442 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3408 object *skin;
3409
3444 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3412 ;
3447 if (skin == NULL) return; 3413
3448 3414 if (!skin)
3415 return;
3416
3449 /* adding new spellpath attunements */ 3417 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3419 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3420 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3421
3453 /* print message */ 3422 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3423 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3424 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3425 {
3457 if (j) 3426 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3427 {
3459 else 3428 if (j)
3460 j = 1; 3429 strcat (buf, " and ");
3430 else
3431 j = 1;
3461 strcat(buf, spellpathnames[i]); 3432 strcat (buf, spellpathnames[i]);
3462 } 3433 }
3463 } 3434 }
3464 strcat(buf,"."); 3435 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3437 }
3467 3438
3468 /* evtl. adding flags: */ 3439 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3440 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3441 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3442 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3443 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3444 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3445 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3446
3476 /* print message if there is one */ 3447 /* print message if there is one */
3477 if (item->msg != NULL) 3448 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 }
3451 else
3479 } 3452 {
3480 else {
3481 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3455 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); 3456 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3457 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3458 esrv_send_item (who, tmp);
3487 } 3459 }
3488} 3460}
3489 3461
3490/** 3462/**
3491 * Unready an object for a player. This function does nothing if the object was 3463 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3464 * not readied.
3493 */ 3465 */
3466void
3494void player_unready_range_ob(player *pl, object *ob) { 3467player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3468{
3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3496 3471
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3472 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3473 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3474
3500 if (pl->shoottype == i) { 3475 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3476 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3477}
3478
3479sint8
3480player::visibility_at (maptile *map, int x, int y) const
3481{
3482 if (!ns)
3483 return 0;
3484
3485 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0;
3488
3489 x += dx - ns->current_x + ns->mapx / 2;
3490 y += dy - ns->current_y + ns->mapy / 2;
3491
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y];
3496}
3497
3498void
3499player::infobox (const char *title, const char *msg, int color)
3500{
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502}
3503
3504void
3505player::statusmsg (const char *msg, int color)
3506{
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508}
3509
3510void
3511player::failmsg (const char *msg, int color)
3512{
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515}
3516

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