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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 1.194 by root, Sun May 4 19:41:51 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 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->update_weight ();
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);
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 */ 326 ob->deactivate (); // change_Weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 327}
190 328
191/* This no longer sets the player map. Also, it now updates 329void
192 * all the pointers so the caller doesn't need to do that. 330player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 331{
194 */ 332 observe = op ? op : ob;
333 do_los = 1;
334}
195 335
196/* Redo this to do both get_player_ob and get_player. 336player::player ()
197 * Hopefully this will be less bugfree and simpler. 337{
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 - 338 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 339 * we deal with that below this point.
237 */ 340 */
238 p->party=NULL; 341 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 342 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 344
244#ifdef AUTOSAVE 345 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 346
246#endif 347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
247 367 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 368 ob->destroy_inv (false);
369 ob->destroy ();
249 370 }
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 */
258 371
259 roll_stats(op); 372 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} 373}
301 374
302 375player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 376{
306 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
307 op->x = -1; 378 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 379}
311 380
312/* Tries to add player on the connection passwd in ns. 381/* 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 382 * All we can really get in this is some settings like host and display
314 * mode. 383 * mode.
315 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
316 389
317int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 391
320 p=get_player(NULL); 392 pl->ob->roll_stats ();
321 p->socket = *ns; 393 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 394 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 395
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); 396 set_first_map (pl->ob);
332 397
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; 398 return pl;
340} 399}
341 400
342/* 401/*
343 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
346 */ 405 */
406archetype *
347archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
348{ 408{
349 archetype *start = at; 409 // archetypes could have been reloaded
350 for (;;) { 410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 411
352 at=first_archetype; 412 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 413 return at;
357 if (at == start) { 414
358 LOG (llevError, "No Player archetypes\n"); 415 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 416
360 } 417 for (;;)
361 } 418 {
362} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
363 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
364 428
429object *
365object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
366 object *op = NULL; 432 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 433 objectlink *ol;
369 unsigned lastdist; 434 unsigned lastdist;
370 rv_vector rv; 435 rv_vector rv;
371 436
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 440 continue;
399 441
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) { 442 if (lastdist > rv.distance)
409 op=pl->ob; 443 {
444 op = ol->ob;
410 lastdist=rv.distance; 445 lastdist = rv.distance;
446 }
411 } 447 }
412 } 448
413 } 449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
414#if 0 457#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 459#endif
417 return op; 460 return op;
418} 461}
419 462
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 463/* 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 464 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 481 * is probably not a good thing.
439 */ 482 */
440#define MAX_SPACES 50 483#define MAX_SPACES 50
441
442 484
443/* 485/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * 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. 501 * 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, 502 * 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 503 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 504 * is blocking itself.
463 */ 505 */
506int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
465 rv_vector rv; 509 rv_vector rv;
466 sint16 x,y; 510 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
469 513
470 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
471 515
472 if (rv.distance<mindiff) return 0; 516 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; 517 return 0;
725}
726 518
727void confirm_password(object *op) { 519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 525
729 op->contr->write_buf[0]='\0'; 526 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 527 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 528 return 0;
732}
733 529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640}
641
642void
643give_initial_items (object *pl, treasurelist *items)
644{
645 if (pl->randomitems)
646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647
648 for (object *next, *op = pl->inv; op; op = next)
649 {
650 next = op->below;
651
652 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way
654 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656 SET_FLAG (op, FLAG_APPLIED);
657
658 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions
660 */
661 if (pl->type == PLAYER)
662 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703
704 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be
706 * merged properly.
707 */
708 if (need_identify (op))
709 {
710 SET_FLAG (op, FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */
729
730 /* Need to set up the skill pointers */
731 link_player_skills (pl);
732}
733
734void
734void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
735 if (party == NULL) { 737 if (party == NULL)
738 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 740 return;
738 } 741 }
742
739 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 747}
744
745 748
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int
747int roll_stat(void) { 751roll_stat (void)
752{
748 int a[4],i,j,k; 753 int a[4], i, j, k;
749 754
750 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
752 757
753 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 759 if (a[i] < k)
755 k=a[i],j=i; 760 k = a[i], j = i;
756 761
757 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 763 if (i != j)
759 k+=a[i]; 764 k += a[i];
760 } 765
761 return k; 766 return k;
762} 767}
763 768
764void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
765 int sum=0; 776 int sum = 0;
766 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
768 779
769 do { 780 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 781 break;
771 op->stats.Dex=roll_stat(); 782 }
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);
781 783
782 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 785 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;
790 786
791 /* a quick and dirty bubblesort? */ 787 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]; 788 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];
810 789
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; 790 stats.exp = 0;
822 op->stats.ac=0; 791 stats.ac = 0;
823 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
824 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
827 802
828 fix_player(op); 803 contr->orig_stats = stats;
804 }
805}
806
807void
808object::swap_stats (int a, int b)
809{
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
829 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
832 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
833} 835}
834 836
835void Roll_Again(object *op) 837static void
838start_info (object *op)
836{ 839{
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]; 840 char buf[MAX_BUF];
845 841
846 if ( op->contr->Swap_First == -1 ) { 842 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); 843 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} 844}
954 845
955/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
959 * not the class. 850 * not the class.
960 */ 851 */
961 852void
962int key_change_class(object *op, char key) 853player::chargen_race_done ()
963{ 854{
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 */ 855 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
978 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
980 864
981 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
982 866
983 if (op->msg) { 867 if (ob->msg)
984 free_string(op->msg); 868 ob->msg = 0;
985 op->msg=NULL;
986 }
987 869
988 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
989 * to save here. 871 * 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 */ 872 */
1030 873 {
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]; 874 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); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 876 make_path_to_file (buf);
1102 next = mp->next; 877 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 878
1104 delete_map(mp); 879 start_info (ob);
1105 } 880 CLEAR_FLAG (ob, FLAG_WIZ);
1106 881 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob);
884 ob->update_stats ();
885
886 /* This moves the player to a different start map, if there
887 * is one for this race
888 */
889 if (*first_map_ext_path)
1108 } 890 {
1109 play_again(op); 891 object *tmp;
1110 return 1; 892 char mapname[MAX_BUF];
1111}
1112 893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else
905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
907
908void
909player::chargen_race_next ()
910{
911 /* Following actually changes the race - this is the default command
912 * if we don't match with one of the options above.
913 */
914
915 do
916 {
917 shstr name = ob->name;
918 int x = ob->x, y = ob->y;
919
920 ob->remove_statbonus ();
921 ob->remove ();
922 ob->arch = get_player_archetype (ob->arch);
923 ob->arch->copy_to (ob);
924 ob->instantiate ();
925 ob->stats = ob->contr->orig_stats;
926 ob->name = ob->name_pl = name;
927 ob->x = x;
928 ob->y = y;
929 SET_ANIMATION (ob, 2); /* So player faces south */
930 insert_ob_in_map (ob, ob->map, ob, 0);
931 assign (ob->contr->title, ob->arch->object::name);
932 ob->add_statbonus ();
933 }
934 while (!allowed_class (ob));
935
936 update_object (ob, UP_OBJ_FACE);
937 esrv_update_item (UPD_FACE, ob, ob);
938 ob->update_stats ();
939 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0;
942}
943
944void
1113void flee_player(object *op) { 945flee_player (object *op)
946{
1114 int dir,diff; 947 int dir, diff;
1115 rv_vector rv; 948 rv_vector rv;
1116 949
1117 if(op->stats.hp < 0) { 950 if (op->stats.hp < 0)
951 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 952 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 953 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 954 return;
1121 } 955 }
1122 956
1123 if(op->enemy==NULL) { 957 if (op->enemy == NULL)
958 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 959 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 960 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 961 return;
1127 } 962 }
1128 963
1129 /* Seen some crashes here. Since we don't store an 964 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 965 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 966 * actual enemy, and the object is recycled.
1132 */ 967 */
1133 if (op->enemy->map == NULL) { 968 if (op->enemy->map == NULL)
969 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 970 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 971 op->enemy = NULL;
1136 return; 972 return;
1137 } 973 }
1138 974
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
1140 op->enemy=NULL; 977 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 979 return;
1143 } 980 }
981
1144 get_rangevector(op, op->enemy, &rv, 0); 982 get_rangevector (op, op->enemy, &rv, 0);
1145 983
1146 dir=absdir(4+rv.direction); 984 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 985 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 } 986 {
987 int m = 1 - (RANDOM () & 2);
988
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 return;
991 }
992
1154 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 995 op->enemy = NULL;
1157} 996}
1158
1159 997
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* 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 999 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1000 * stop.
1163 */ 1001 */
1002int
1164int check_pick(object *op) { 1003check_pick (object *op)
1004{
1165 object *tmp, *next; 1005 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1006 int stop = 0;
1168 int j, k, wvratio; 1007 int wvratio;
1169 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1170
1171 1009
1172 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1174 return 1; 1012 return 1;
1175 1013
1176 op_tag = op->count;
1177
1178 next = op->below; 1014 next = op->below;
1179 if (next) 1015
1180 next_tag = next->count; 1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 1018
1182 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1020 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1021 while (next && !next->destroyed ())
1185 { 1022 {
1186 tmp = next; 1023 tmp = next;
1187 next = tmp->below; 1024 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1025
1191 if (was_destroyed (op, op_tag)) 1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1032 if (op->destroyed ())
1192 return 0; 1033 return 0;
1193 1034
1194 if ( ! can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1195 continue; 1036 continue;
1196 1037
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1039 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1201 continue; 1042 continue;
1202 } 1043 }
1203 1044
1204 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1046 if (!(op->contr->mode & PU_NEWMODE))
1047 {
1206 switch (op->contr->mode) { 1048 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1049 {
1208 case 1: pick_up (op, tmp); 1050 case 0:
1209 return 1; 1051 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1052 case 1:
1211 return 0; 1053 CHK_PICK_PICKUP;
1212 case 3: return 0; /* stop before pickup */ 1054 return 1;
1213 case 4: pick_up (op, tmp); 1055 case 2:
1214 break; 1056 CHK_PICK_PICKUP;
1215 case 5: pick_up (op, tmp); 1057 return 0;
1216 stop = 1; 1058 case 3:
1217 break; 1059 return 0; /* stop before pickup */
1218 case 6: 1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1070 CHK_PICK_PICKUP;
1222 break; 1071 break;
1223 1072
1224 case 7: 1073 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1075 CHK_PICK_PICKUP;
1227 break; 1076 break;
1228 1077
1229 default: 1078 default:
1230 /* use value density */ 1079 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1082 CHK_PICK_PICKUP;
1234 >= op->contr->mode) 1083 }
1235 pick_up(op,tmp); 1084 }
1236 } 1085 else
1237 } 1086 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1088 if (op->contr->mode & PU_DEBUG)
1241 { 1089 {
1242 /* some debugging code to figure out item information */ 1090 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1091 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1093 &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)))); 1094 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1096 &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)))); 1097
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1252 1100
1253 sprintf(putstring,"...flags: "); 1101 /* philosophy:
1254 for(k=0;k<4;k++) 1102 * It's easy to grab an item type from a pile, as long as it's
1255 { 1103 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1104 * and selections, select-items should be used. This is a
1257 { 1105 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1106 * example.
1259 { 1107 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1108 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1109 * convert to decimal and then 'pickup <#>
1262 } 1110 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue;
1137
1138 /* ignore known cursed objects */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1140 continue;
1141
1142 /* all food and drink if desired */
1143 /* question: don't pick up known-poisonous stuff? */
1144 if (op->contr->mode & PU_FOOD)
1145 if (tmp->type == FOOD)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_DRINK)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_POTION)
1159 if (tmp->type == POTION)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL)
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 {
1205 if (tmp->type == MONEY || tmp->type == GEM)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1267#if 0 1337#if 0
1268 /* print the flags too */ 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1339 if (tmp->name != NULL)
1270 { 1340 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1341 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1342 }
1273 { 1343 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1346 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 1347#endif
1348 continue;
1349 }
1350 }
1351 } /* the new pickup model */
1280 } 1352 }
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 1353
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; 1354 return !stop;
1444} 1355}
1445 1356
1446/* 1357/*
1447 * Find an arrow in the inventory and after that 1358 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1359 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1360 * found object is returned.
1450 */ 1361 */
1362object *
1451object *find_arrow(object *op, const char *type) 1363find_arrow (object *op, const char *type)
1452{ 1364{
1453 object *tmp = NULL; 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1454 1368
1455 for(op=op->inv; op; op=op->below) 1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1371 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1372 {
1459 else if (op->type==ARROW && op->race==type) 1373 splay (tmp);
1374 return arrow;
1375 }
1376
1460 return op; 1377 return 0;
1461 return tmp;
1462} 1378}
1463 1379
1464/* 1380/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * 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 1382 * 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 1383 * 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. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1385 */
1470 1386object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1388{
1473 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1475 1391
1476 if (!type) 1392 if (!type)
1477 return NULL; 1393 return NULL;
1478 1394
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1395 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1396 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1398 {
1399 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1400 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1401 if (i > betterby)
1485 tmp = ntmp; 1402 {
1486 betterby = i; 1403 tmp = ntmp;
1487 } 1404 betterby = i;
1405 }
1406 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1407 else if (arrow->type == ARROW && arrow->race == type)
1408 {
1489 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1411 {
1492 if (arrow->attacktype & AT_DEATH) { 1412 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1413 {
1494 return arrow; 1414 *better = 100;
1495 } else { 1415 return arrow;
1496 tmp = arrow; 1416 }
1417 else
1418 {
1419 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1420 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1421 }
1499 } else { 1422 }
1423 else
1424 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1426 {
1501 attacktype = 1<<attacknum; 1427 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1430 {
1431 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1433 }
1507 } 1434 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1436 {
1437 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1438 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1439 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1441 {
1442 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1444 }
1445 }
1446 }
1516 } 1447 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1448 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1449 return find_arrow (op, type);
1521 1450
1522 *better = betterby; 1451 *better = betterby;
1523 return tmp; 1452 return tmp;
1524} 1453}
1525 1454
1526/* looks in a given direction, finds the first valid target, and calls 1455/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1457 * op = the shooter
1529 * type = bow->race 1458 * type = bow->race
1530 * dir = fire direction 1459 * dir = fire direction
1531 */ 1460 */
1532 1461object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1534{ 1463{
1535 object *tmp = NULL; 1464 object *tmp = NULL;
1536 mapstruct *m; 1465 maptile *m;
1537 int i, mflags, found, number; 1466 int i, mflags, found, number;
1538 sint16 x, y; 1467 sint16 x, y;
1539 1468
1540 if (op->map == NULL) 1469 if (op->map == NULL)
1541 return find_arrow(op, type); 1470 return find_arrow (op, type);
1542 1471
1543 /* do a dex check */ 1472 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1473 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))) 1474 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1475 return find_arrow (op, type);
1547 1476
1548 m = op->map; 1477 m = op->map;
1549 x = op->x; 1478 x = op->x;
1550 y = op->y; 1479 y = op->y;
1551 1480
1552 /* find the first target */ 1481 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1482 for (i = 0, found = 0; i < 20; i++)
1483 {
1554 x += freearr_x[dir]; 1484 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1485 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1486 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 {
1558 tmp = NULL; 1489 tmp = NULL;
1559 break; 1490 break;
1491 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1495 * perhaps a bad assumption.
1563 */ 1496 */
1564 tmp = NULL; 1497 tmp = NULL;
1565 break; 1498 break;
1566 } 1499 }
1567 if (mflags & P_IS_ALIVE) { 1500 if (mflags & P_IS_ALIVE)
1501 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1503 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1504 {
1571 break; 1505 found++;
1572 } 1506 break;
1507 }
1573 if (found) 1508 if (found)
1574 break; 1509 break;
1575 } 1510 }
1576 } 1511 }
1577 if (tmp == NULL) 1512 if (tmp == NULL)
1578 return find_arrow(op, type); 1513 return find_arrow (op, type);
1579 1514
1580 if (tmp->head) 1515 if (tmp->head)
1581 tmp = tmp->head; 1516 tmp = tmp->head;
1582 1517
1583 return find_better_arrow(op, tmp, type, &i); 1518 return find_better_arrow (op, tmp, type, &i);
1584} 1519}
1585 1520
1586/* 1521/*
1587 * Creature fires a bow - op can be monster or player. Returns 1522 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1523 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1526 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1527 * 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 1528 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1529 * player fire modes.
1595 */ 1530 */
1531int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1533{
1599 object *left, *bow; 1534 object *left, *bow;
1600 tag_t left_tag, tag; 1535 int mflags;
1601 int bowspeed, mflags; 1536 maptile *m;
1602 mapstruct *m;
1603 1537
1604 if (!dir) { 1538 if (!dir)
1539 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1541 return 0;
1542 }
1543
1544 if (op->contr)
1545 bow = op->current_weapon;
1546 else
1607 } 1547 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* 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. 1550 * don't need to switch back and forth between bows and weapons.
1614 */ 1551 */
1615 if(bow->type==BOW) 1552 if (bow->type == BOW)
1616 break; 1553 break;
1617 1554
1618 if (!bow) { 1555 if (!bow)
1556 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1558 return 0;
1621 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1622 } 1568 }
1569
1623 if( !bow->race || !bow->skill) { 1570 if (!bow->race || !bow->skill)
1571 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1573 return 0;
1626 } 1574 }
1627 1575
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) { 1576 if (arrow == NULL)
1577 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1579 {
1638 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1581 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 */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1583 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1644 return 0; 1586 return 0;
1645 } 1587 }
1646 } 1588 }
1589
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1591 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1592 return 0;
1650 } 1593
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1595 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1596 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1597 return 0;
1654 } 1598 }
1655 1599
1656 /* this should not happen, but sometimes does */ 1600 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1601 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1602 {
1603 arrow->destroy ();
1604 return 0;
1605 }
1662 1606
1663 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1608 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1609 if (!arrow)
1666 if (arrow == NULL) { 1610 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1612 return 0;
1669 return 0;
1670 } 1613 }
1671 set_owner(arrow, op); 1614
1672 if (arrow->skill) free_string(arrow->skill); 1615 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1616 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1617 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1618
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 */ 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1620 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1622
1688 if (arrow->slaying != NULL) 1623 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1690 1625
1691 /* Note that this was different for monsters - they got their level 1626#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1627 if (player *pl = op->contr)
1693 */
1694 1628 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1629 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1699 /* update the speed */ 1643 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1644 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]) + 1645 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1646
1705 if (arrow->speed < 1.0) 1647 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1648 arrow->speed_left = 0;
1709 1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1710 if (op->type == PLAYER) { 1652 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1653 {
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; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1655 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1661 }
1662 else
1663 {
1721 arrow->level = op->level; 1664 arrow->level = op->level;
1722 } 1665 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1666
1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1724 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1671 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1672
1728 arrow->map = m; 1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1679
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1682
1736 if (!was_destroyed(arrow, tag)) 1683 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1684 move_arrow (arrow);
1738 1685
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1686 return 1;
1746} 1687}
1747 1688
1748/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1690 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1691 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1692 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1693 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1694 * hence the function name.
1754 */ 1695 */
1696int
1755int player_fire_bow(object *op, int dir) 1697player_fire_bow (object *op, int dir)
1756{ 1698{
1757 int ret=0, wcmod=0; 1699 int ret = 0, wcmod = 0;
1758 1700
1759 if (op->contr->bowtype == bow_bestarrow) { 1701 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1702 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1703 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); 1704 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1708 wcmod = -1;
1709
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1711 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1712 else if (op->contr->bowtype == bow_threewide)
1713 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1714 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)]); 1715 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)]); 1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1718 else if (op->contr->bowtype == bow_spreadshot)
1719 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1720 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); 1721 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); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1723 }
1777 } else { 1724 else
1725 {
1778 /* Simple case */ 1726 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1728 }
1729
1781 return ret; 1730 return ret;
1782} 1731}
1783
1784 1732
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1787 */ 1735 */
1736void
1788void fire_misc_object(object *op, int dir) 1737fire_misc_object (object *op, int dir)
1789{ 1738{
1790 object *item; 1739 object *item = op->contr->ranged_ob;
1791 1740
1792 if (!op->contr->ranges[range_misc]) { 1741 if (!item)
1742 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1744 return;
1795 } 1745 }
1796 1746
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1747 if (!item->inv)
1748 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1750 return;
1801 } 1751 }
1802 if (item->type == WAND) { 1752
1803 if(item->stats.food<=0) { 1753 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; 1754 return;
1807 } 1755
1756 if (item->type == WAND)
1757 {
1758 if (item->stats.food <= 0)
1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1763 return;
1764 }
1765 }
1808 } else if (item->type == ROD || item->type==HORN) { 1766 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1767 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1773 {
1774 op->contr->play_sound (sound_find ("wand_poof"));
1775
1811 if (item->type== ROD) 1776 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1777 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)); 1778 else
1814 else 1779 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, 1780
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1781 return;
1818 } 1782 }
1819 } 1783 }
1820 1784
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1785 if (cast_spell (op, item, dir, item->inv, NULL))
1786 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1787 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1788 if (item->type == WAND)
1789 {
1824 if (!(--item->stats.food)) { 1790 if (!(--item->stats.food))
1825 object *tmp; 1791 {
1826 if (item->arch) { 1792 object *tmp;
1793
1794 if (item->arch)
1795 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1797 item->face = item->arch->face;
1829 item->speed = 0; 1798 item->set_speed (0);
1830 update_ob_speed(item); 1799 }
1831 } 1800
1832 if ((tmp=is_player_inv(item))) 1801 if (object *pl = item->visible_to ())
1833 esrv_update_item(UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1834 } 1803 }
1835 } 1804 }
1836 else if (item->type == ROD || item->type==HORN) { 1805 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1806 drain_rod_charge (item);
1838 }
1839 } 1807 }
1840} 1808}
1841 1809
1842/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
1843 */ 1811 */
1812bool
1844void fire(object *op,int dir) { 1813fire (object *op, int dir)
1814{
1845 int spellcost=0; 1815 int spellcost = 0;
1846 1816
1847 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1818 if (action_makes_visible (op))
1819 make_visible (op);
1849 1820
1850 switch(op->contr->shoottype) { 1821 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1822
1854 case range_bow: 1823 if (pl->golem)
1855 player_fire_bow(op, dir); 1824 {
1856 return; 1825 control_golem (op->contr->golem, dir);
1857 1826 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 } 1827 }
1873 else 1828
1874 control_golem(op->contr->ranges[range_golem], dir); 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1875 return; 1832 return false;
1876 1833
1877 case range_skill: 1834 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; 1835 return false;
1885 case range_builder: 1836
1837 if (op->speed_left > 0.f)
1838 --op->speed_left;
1839 else
1840 return false;
1841
1842 switch (ob->type)
1843 {
1844 case BOW:
1845 player_fire_bow (op, dir);
1846 break;
1847
1848 case SPELL:
1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1850 break;
1851
1852 case BUILDER:
1886 apply_map_builder( op, dir ); 1853 apply_map_builder (op, dir);
1887 return; 1854 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1855
1856 case SKILL:
1857 do_skill (op, op, ob, dir, 0);
1858 break;
1894 1859
1860 default:
1861 fire_misc_object (op, dir);
1862 break;
1863 }
1864
1865 return true;
1866}
1895 1867
1896/* find_key 1868/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1869 * 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 1870 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1873 * pl is the player,
1902 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1905 */ 1877 */
1906 1878object *
1907object * find_key(object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
1908{ 1880{
1909 object *tmp,*key; 1881 object *tmp, *key;
1910 1882
1911 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1884 if (!container->inv)
1885 return 0;
1913 1886
1914 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1890 if (door->type == DOOR && tmp->type == KEY)
1891 break;
1917 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
1919 */ 1894 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1896 break;
1922 } 1897 }
1898
1923 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1900 /* 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 1901 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1902 * a key, return
1927 */ 1903 */
1928 if (!tmp) { 1904 if (!tmp)
1905 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 {
1930 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1909 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1910 {
1911 if ((key = find_key (pl, tmp, door)))
1912 return key;
1913 }
1914 }
1915
1916 if (!tmp)
1917 return NULL;
1933 } 1918 }
1934 } 1919
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1920 /* 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 1921 * see if we actually want to use it
1939 */ 1922 */
1940 if (pl!=container) { 1923 if (pl != container)
1924 {
1941 /* Only let players use keys in containers */ 1925 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1926 if (!pl->contr)
1927 return NULL;
1943 /* cases where this fails: 1928 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1929 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1930 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1931 * If the container is not active, return now since only active
1947 * containers can be used. 1932 * containers can be used.
1948 * If we only search keyrings and the container does not have 1933 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1934 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1935 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1936 * inv must have been an container and must have been active.
1952 * 1937 *
1953 * Change the color so that the message doesn't disappear with 1938 * Change the color so that the message doesn't disappear with
1954 * all the others. 1939 * all the others.
1955 */ 1940 */
1956 if (pl->contr->usekeys == key_inventory || 1941 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1942 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1943 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1944 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1946 "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; 1947 return NULL;
1965 } 1948 }
1966 } 1949 }
1950
1967 return tmp; 1951 return tmp;
1968} 1952}
1969 1953
1970/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1973 * 0 otherwise 1957 * 0 otherwise
1974 */ 1958 */
1959static int
1975static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1976{ 1961{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* 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 - 1963 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1981 */ 1965 */
1982 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1983 1967
1984 /* IF we found a key, do some extra work */ 1968 /* If we found a key, do some extra work */
1985 if (key) { 1969 if (key)
1970 {
1986 object *container=key->env; 1971 object *container = key->env;
1987 1972
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1974 make_visible (op);
1975
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op);
1978
1991 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1982 {
1996 "You open the door with the %s", query_short_name(key)); 1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1985 }
1986
1999 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1989
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
1991 }
2005 } else if (door->type==LOCKED_DOOR) { 1992 else if (door->type == LOCKED_DOOR)
1993 {
2006 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1996 return 1;
2009 } 1997 }
1998
2010 return 0; 1999 return 0;
2011} 2000}
2012 2001
2013/* This function is just part of a breakup from move_player. 2002/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2018 */ 2007 */
2019 2008bool
2020void move_player_attack(object *op, int dir) 2009move_player_attack (object *op, int dir)
2021{ 2010{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2011 int on_battleground;
2025 mapstruct *m;
2026 2012
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2031 2015
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2016 on_battleground = op_on_battleground (op, 0, 0);
2033 2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2026
2034 /* If braced, or can't move to the square, and it is not out of the 2027 /* 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 2028 * 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 2029 * 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 2030 * 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 2031 * 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 2032 * 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 2033 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2034 * move_ob uses.
2042 */ 2035 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2036 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 2037
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* 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. 2039 * 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 2040 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2041 * on the space
2060 */ 2042 */
2061 while (tmp!=NULL) { 2043 object *mon;
2062 if (tmp == op) { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2045 {
2064 continue; 2046 if ((mon->flag [FLAG_ALIVE]
2047 || mon->type == LOCKED_DOOR
2048 || mon->flag [FLAG_CAN_ROLL])
2049 && mon != op)
2050 break;
2065 } 2051 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2052
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 */ 2053 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2054 return false; /* into a wall */
2077 2055
2078 if(mon->head != NULL)
2079 mon = mon->head; 2056 mon = mon->head_ ();
2080 2057
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2063 return true;
2064 }
2083 2065
2084 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2071 * and thus will not push them.
2090 */ 2072 */
2091 2073
2092 /* If the creature is a pet, push it even if the player is not 2074 /* 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 2075 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2095 */ 2077 */
2096 if ((op->type==PLAYER) 2078 if (op->type == PLAYER
2097#if COZY_SERVER 2079 && ((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)) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2081 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2083 {
2109 /* If we're braced, we don't want to switch places with it */ 2084 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2085 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2086 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2087
2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2093 push_ob (mon, dir, op);
2094
2095 if (op->contr->tmp_invis || op->hide)
2096 make_visible (op);
2097
2098 return true;
2099 }
2100 else
2101 return false;
2102 }
2103
2117 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2106 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2107 * attack them either.
2121 */ 2108 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2111 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2119 if (!op->contr->braced)
2131 )) { 2120 {
2132 if (!op->contr->braced) { 2121 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2122 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2123 }
2135 } else { 2124 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2126
2127 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op);
2129
2130 return true;
2131 }
2137 } 2132 }
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 2133 /* 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. 2134 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2135 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2139 {
2140 --op->speed_left;
2141
2145 recursive_roll(mon,dir,op); 2142 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2143 if (action_makes_visible (op))
2147 } 2144 make_visible (op);
2148 2145
2146 return true;
2147 }
2148 }
2149 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2150 * 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: 2151 * 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 2152 * 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. 2153 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2154 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2157 {
2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2159 {
2160 --op->contr->weapon_sp_left;
2159 2161
2160 /* If the player hasn't hit something this tick, and does 2162 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 2163
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2164 if (action_makes_visible (op))
2165 make_visible (op);
2166
2167 return true;
2168 }
2169 } 2169 }
2170 2170
2171 skill_attack(mon, op, 0, NULL, NULL); 2171 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} 2172}
2189 2173
2174bool
2190int move_player(object *op,int dir) { 2175move_player (object *op, int dir)
2176{
2191 int pick; 2177 int pick;
2192 object *transport = op->contr->transport;
2193 2178
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
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; 2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ((dir < 0) || (dir >= 9))
2184 {
2185 LOG (llevError, "move_player: invalid direction %d\n", dir);
2186 return 0;
2187 }
2188
2189 /* peterm: added following line */
2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2191 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2192
2193 op->facing = dir;
2194
2195 if (op->hide)
2196 do_hidden_move (op);
2197
2198 bool retval;
2199
2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2201 retval = RESULT_INT (0);
2202 else if (op->contr->fire_on)
2203 retval = fire (op, dir);
2204 else
2205 {
2206 retval = move_player_attack (op, dir);
2207 pick = check_pick (op);
2208 }
2209
2210 /* Add special check for newcs players and fire on - this way, the
2211 * server can handle repeat firing.
2212 */
2213 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2214 op->direction = dir;
2215 else
2216 op->direction = 0;
2217
2218 /* Update how the player looks. Use the facing, so direction may
2219 * get reset to zero. This allows for full animation capabilities
2220 * for players.
2221 */
2222 animate_object (op, op->facing);
2223
2224 return retval;
2256} 2225}
2257 2226
2258/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2228 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2230 * the new speed values for commands.
2262 * 2231 *
2263 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2264 */ 2235 */
2236bool
2265int handle_newcs_player(object *op) 2237handle_newcs_player (object *op)
2266{ 2238{
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)) { 2239 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 } 2240 {
2241 if (op->speed_left > 0.f)
2242 {
2243 --op->speed_left;
2244 flee_player (op);
2291 2245
2292 /* I've been seeing crashes where the golem has been destroyed, but 2246 return true;
2293 * the player object still points to the defunct golem. The code that 2247 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2248 else
2295 * put this in a a workaround to clean up the golem pointer. 2249 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 } 2250 }
2303 2251
2304 /* call this here - we also will call this in do_ericserver, but 2252 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2254 * called, so we recheck it here.
2307 */ 2255 */
2308 HandleClient(&op->contr->socket, op->contr); 2256 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2257 return true;
2310 2258
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2259 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); 2260 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2261
2321 else return 0; 2262 return false;
2322 } 2263}
2264
2265int
2266save_life (object *op)
2267{
2268 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2269 return 0;
2324}
2325 2270
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) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2274 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2276
2338 if (op->contr) 2277 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2279
2343 if(op->stats.hp<0) 2280 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2281 op->stats.hp = op->stats.maxhp;
2282
2345 if(op->stats.food<0) 2283 if (op->stats.food < 0)
2346 op->stats.food = 999; 2284 op->stats.food = 999;
2347 fix_player(op); 2285
2286 op->update_stats ();
2348 return 1; 2287 return 1;
2349 } 2288 }
2289
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2290 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2291 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2292 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2293 return 0;
2354} 2294}
2355 2295
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* 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 2297 * 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 2298 * function will descend into containers. op is the object to start the search
2359 * from. 2299 * from.
2360 */ 2300 */
2301static void
2361void remove_unpaid_objects(object *op, object *env) 2302drop_unpaid_items (object *op, object *env)
2362{ 2303{
2363 object *next;
2364
2365 while (op) { 2304 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2305 {
2367 * we remove object 'op' 2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2307
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2309 op->insert_at (env);
2371 op->x = env->x; 2310 else if (op->inv)
2372 op->y = env->y; 2311 drop_unpaid_items (op->inv, env);
2373 if (env->type == PLAYER)
2374 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 2312
2313 op = next;
2314 }
2315}
2316
2317void
2318object::drop_unpaid_items ()
2319{
2320 if (!flag [FLAG_REMOVED])
2321 ::drop_unpaid_items (inv, this);
2322}
2382 2323
2383/* 2324/*
2384 * Returns pointer a static string containing gravestone text 2325 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2327 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2328 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2329 * but there isn't one in the server directory.
2389 */ 2330 */
2331const char *
2390char *gravestone_text (object *op) 2332gravestone_text (object *op)
2391{ 2333{
2334 static dynbuf_text buf;
2335
2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2339 if (op->type == PLAYER)
2340 buf << " the " << op->contr->title;
2341
2342 buf << "\n\n";
2343
2344 buf << "who was level ";
2345 buf << (sint32)op->level << "\n\n" // OO breakdown
2346 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347
2348 if (op->type == PLAYER)
2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2350
2351 {
2392 static char buf2[MAX_BUF]; 2352 static char buf2[128];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2353 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2355 buf << buf2;
2416 strcat (buf2, buf); 2356 }
2357
2417 return buf2; 2358 return buf;
2418} 2359}
2419 2360
2420 2361void
2421
2422void do_some_living(object *op) { 2362do_some_living (object *op)
2363{
2423 int last_food=op->stats.food; 2364 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2365 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2366 int over_hp, over_sp, over_grace;
2426 int i; 2367 int i;
2427 int rate_hp = 1200; 2368 int rate_hp = 1200;
2428 int rate_sp = 2500; 2369 int rate_sp = 2500;
2429 int rate_grace = 2000; 2370 int rate_grace = 2000;
2430 const int max_hp = 1; 2371 const int max_hp = 1;
2431 const int max_sp = 1; 2372 const int max_sp = 1;
2432 const int max_grace = 1; 2373 const int max_grace = 1;
2433 2374
2434 if (op->contr->outputs_sync) { 2375 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2376 {
2436 if (op->contr->outputs[i].buf!=NULL && 2377 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2378 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2379 * depending on the value of invisible, so we need to
2380 * alternate it here for it to work correctly.
2381 */
2382 if (pticks & 2)
2383 op->invisible--;
2439 } 2384 }
2385 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2386 {
2387 if (!op->invisible--)
2388 {
2389 make_visible (op);
2390 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2391 }
2392 }
2440 2393
2441 if(op->contr->state==ST_PLAYING) { 2394 if (op->contr->ns->state == ST_PLAYING)
2442 2395 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2396 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2397 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) 2398 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2399 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2400 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2401 {
2402 gen_hp = op->stats.maxhp;
2403 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2404 }
2405
2406 if (op->contr->gen_sp >= 0)
2407 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2408 else
2409 {
2410 gen_sp = op->stats.maxsp;
2411 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2412 }
2413
2414 if (op->contr->gen_grace >= 0)
2415 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2416 else
2417 {
2418 gen_grace = op->stats.maxgrace;
2419 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2420 }
2421
2422 /* Regenerate Grace */
2423 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2424 if (--op->last_grace < 0)
2425 {
2426 if (op->stats.grace < op->stats.maxgrace / 2)
2427 op->stats.grace++; /* no penalty in food for regaining grace */
2428
2429 if (max_grace > 1)
2430 {
2431 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2432 if (over_grace > 0)
2433 {
2434 op->stats.sp += over_grace
2435 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2436 op->last_grace = 0;
2437 }
2438 else
2439 {
2440 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2441 }
2442 }
2443 else
2444 {
2445 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2446 }
2447 /* wearing stuff doesn't detract from grace generation. */
2448 }
2449
2450 if (op->stats.food > 0)
2451 {
2452 /* Regenerate Spell Points */
2453 if (!op->contr->golem && --op->last_sp < 0)
2454 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp++;
2460
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465
2466 if (op->contr->digestion < 0)
2467 op->stats.food += op->contr->digestion;
2468 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2469 op->stats.food = last_food;
2470 }
2471 }
2472
2473 if (max_sp > 1)
2474 {
2475 over_sp = (gen_sp + 10) / rate_sp;
2476 if (over_sp > 0)
2477 {
2478 if (op->stats.sp < op->stats.maxsp)
2479 {
2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481
2482 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2483 op->stats.sp--;
2484
2485 if (op->stats.sp > op->stats.maxsp)
2486 op->stats.sp = op->stats.maxsp;
2487 }
2488
2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497
2498 /* Regenerate Hit Points */
2499 if (--op->last_heal < 0)
2500 {
2501 if (op->stats.hp < op->stats.maxhp)
2502 {
2503 op->stats.hp++;
2504
2505 /* dms do not consume food */
2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2507 {
2508 op->stats.food--;
2509
2510 if (op->contr->digestion < 0)
2511 op->stats.food += op->contr->digestion;
2512 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2513 op->stats.food = last_food;
2514 }
2515 }
2516
2517 if (max_hp > 1)
2518 {
2519 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2520
2521 if (over_hp > 0)
2522 {
2523 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2524 op->last_heal = 0;
2525 }
2526 else
2527 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 }
2532 }
2533
2534 /* Digestion */
2535 if (--op->last_eat < 0)
2536 {
2537 int bonus = max (0, op->contr->digestion),
2538 penalty = max (0, -op->contr->digestion);
2539
2540 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2541
2561 /* dms do not consume food */ 2542 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2544 op->stats.food--;
2564 } 2545 }
2565 2546
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2547 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2548 {
2549 object *tmp, *flesh = 0;
2568 2550
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2551 for (tmp = op->inv; tmp; tmp = tmp->below)
2552 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2553 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2554 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2555 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2557 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2558 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2559 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2560 break;
2576 } 2561 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2562 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2563 flesh = tmp;
2579 } /* end of for loop */ 2564 } /* End if paid for object */
2565 } /* end of for loop */
2566
2580 /* If player is still starving, it means they don't have any food, so 2567 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2568 * eat flesh instead.
2582 */ 2569 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2571 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2573 manual_apply (op, flesh, 0);
2586 } 2574 }
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 2575 }
2576
2577 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food)
2578 {
2579 op->stats.hp += op->stats.food;
2580 op->stats.food = 0;
2581 }
2582
2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2584 kill_player (op);
2585 }
2586}
2597 2587
2598/* If the player should die (lack of hp, food, etc), we call this. 2588/* 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 2589 * 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 2590 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2591 * file.
2602 */ 2592 */
2593void
2603void kill_player(object *op) 2594kill_player (object *op)
2604{ 2595{
2596 int x, y;
2605 char buf[MAX_BUF]; 2597 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2598 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; 2599 int will_kill_again;
2614 archetype *at; 2600 archetype *at;
2615 object *tmp; 2601 object *tmp;
2616 2602
2617 if(save_life(op)) 2603 if (save_life (op))
2618 return; 2604 return;
2619 2605
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2606 /* 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. 2607 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2608 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2609 */
2625 if (op_on_battleground(op, &x, &y)) { 2610 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2611 {
2627 "You have been defeated in combat!"); 2612 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, 2613 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2614
2630
2631 /* restore player */ 2615 /* restore player */
2632 at = find_archetype("poisoning"); 2616 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2617 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2618 {
2635 remove_ob(tmp); 2619 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2620 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2621 }
2639 2622
2640 at = find_archetype("confusion"); 2623 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2624 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2625 {
2643 remove_ob(tmp); 2626 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2627 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2628 }
2647 2629
2648 cure_disease(op,0); /* remove any disease */ 2630 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2631 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2632 if (op->stats.food <= 0)
2651 2633 op->stats.food = 999;
2634
2652 /* create a bodypart-trophy to make the winner happy */ 2635 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2636 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2637 {
2638 tmp->name = format ("%s's finger" , &op->name);
2639 tmp->name_pl = format ("%s's fingers", &op->name);
2640 tmp->msg = format (
2641 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2642 &op->name, op->contr->title,
2643 (int)op->level,
2644 op->contr->killer_name ()
2645 );
2646 tmp->value = 0, tmp->type = 0;
2647 tmp->materialname = "organics";
2648 tmp->insert_at (op, tmp);
2655 { 2649 }
2656 sprintf(buf,"%s's finger",op->name); 2650
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*/ 2651 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2652 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2653 op->contr->braced = 0;
2672 return; 2654 return;
2673 } 2655 }
2674 2656
2675 INVOKE_PLAYER (DEATH, op->contr); 2657 INVOKE_PLAYER (DEATH, op->contr);
2676 2658
2677 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2678 2660
2679 if(op->stats.food<0) { 2661 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");
2688 } 2662 {
2689 else { 2663 op->contr->killer = archetype::get ("killer_starvation");
2690 if (op->contr->explore) { 2664 op->contr->killer->destroy ();
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 } 2665 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2666
2667 op->contr->play_sound (sound_find ("player_dies"));
2668
2700 /* save the map location for corpse, gravestone*/ 2669 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2670 x = op->x;
2671 y = op->y;
2672 map = op->map;
2702 2673
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2674 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2675 * 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. 2676 * See the config.h file for a little more in depth detail about this.
2708 */ 2677 */
2709 2678
2710 /* Basically two ways to go - remove a stat permanently, or just 2679 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2680 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2681 * of death.
2713 */ 2682 */
2714#ifndef COZY_SERVER 2683#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2684 if (settings.balanced_stat_loss)
2685 {
2716 /* If stat loss is permanent, lose one stat only. */ 2686 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2687 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2688 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2689 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2690 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2691 little bit harder. */
2722 /* GD */ 2692 /* GD */
2723 if (settings.stat_loss_on_death) 2693 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2694 num_stats_lose = 1;
2725 else 2695 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2696 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2697 }
2698 else
2728 num_stats_lose = 1; 2699 num_stats_lose = 1;
2729 } 2700
2730 lost_a_stat = 0; 2701 lost_a_stat = 0;
2731 2702
2732 for (z=0; z<num_stats_lose; z++) { 2703 for (z = 0; z < num_stats_lose; z++)
2704 {
2733 i = RANDOM() % NUM_STATS; 2705 i = RANDOM () % NUM_STATS;
2734 2706
2735 if (settings.stat_loss_on_death) { 2707 if (settings.stat_loss_on_death)
2708 {
2736 /* Pick a random stat and take a point off it. Tell the player 2709 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2710 * what he lost.
2738 */ 2711 */
2739 change_attr_value(&(op->stats), i,-1); 2712 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2713 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2714 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2715 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2716 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2717 lost_a_stat = 1;
2745 } else { 2718 }
2719 else
2720 {
2746 /* deplete a stat */ 2721 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2722 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2723 object *dep;
2724
2725 dep = present_arch_in_ob (deparch, op);
2726 if (!dep)
2749 2727 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2728 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2729 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 2730 }
2783 if (lose_this_stat) { 2731 lose_this_stat = 1;
2732 if (settings.balanced_stat_loss)
2733 {
2734 /* GD */
2735 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2736 this_stat = get_attr_value (&(dep->stats), i);
2737 if (this_stat < 0)
2738 {
2739 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2740 int keep_chance = this_stat * this_stat;
2741
2742 /* Yes, I am paranoid. Sue me. */
2743 if (keep_chance < 1)
2744 keep_chance = 1;
2745
2746 /* There is a maximum depletion total per level. */
2747 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2748 {
2749 lose_this_stat = 0;
2750 /* Take loss chance vs keep chance to see if we
2751 retain the stat. */
2752 }
2753 else
2754 {
2755 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 lose_this_stat = 0;
2757 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2758 this_stat, keep_chance, loss_chance,
2759 lose_this_stat?"LOSE":"KEEP"); */
2760 }
2761 }
2762 }
2763
2764 if (lose_this_stat)
2765 {
2766 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2767 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2768 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2769 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2770 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2771 * difference.
2790 */ 2772 */
2791 if (this_stat>=-50) { 2773 if (this_stat >= -50)
2774 {
2792 change_attr_value(&(dep->stats), i, -1); 2775 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2776 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2778 op->update_stats ();
2796 lost_a_stat = 1; 2779 lost_a_stat = 1;
2797 } 2780 }
2798 } 2781 }
2782 }
2799 } 2783 }
2800 }
2801 /* If no stat lost, tell the player. */ 2784 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2785 if (!lost_a_stat)
2803 { 2786 {
2804 /* determine_god() seems to not work sometimes... why is this? 2787 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2788 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2789 const char *god = determine_god (op);
2790
2807 if (god && (strcmp(god, "none"))) 2791 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2792 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" 2793 else
2810 " you.", god); 2794 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 } 2795 }
2796#else
2797 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2798#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 2799
2819 /* Put a gravestone up where the character 'almost' died. List the 2800 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2801 * exp loss on the stone.
2821 */ 2802 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2803 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2804 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2805 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2806 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2807 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2808 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_name ());
2828 "who was killed\n" 2809 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; 2810 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2811 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2812
2836 /**************************************/ 2813 /**************************************/
2837 /* */ 2814 /* */
2838 /* Subtract the experience points, */ 2815 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2816 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2817 /* food, and reset HP's... */
2841 /* */ 2818 /* */
2842 /**************************************/ 2819 /**************************************/
2843 2820
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2821 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2822 /* restore player */
2846 at = find_archetype("poisoning"); 2823 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2824 tmp = present_arch_in_ob (at, op);
2825
2848 if (tmp) { 2826 if (tmp)
2849 remove_ob(tmp); 2827 {
2850 free_object(tmp); 2828 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2829 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2830 }
2853 2831
2854 at = find_archetype("confusion"); 2832 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2833 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2834 if (tmp)
2857 remove_ob(tmp); 2835 {
2858 free_object(tmp); 2836 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2838 }
2839
2861 cure_disease(op,0); /* remove any disease */ 2840 cure_disease (op, 0, 0); /* remove any disease */
2862 2841
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2843 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2844 if (op->stats.food < 100)
2845 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2846 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2847 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2848 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2849
2870 /* 2850 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2851 * 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 2852 * and put them back in the map.
2873 * in the map. 2853 */
2874 */ 2854 op->drop_unpaid_items ();
2875 2855
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 /****************************************/ 2856 /****************************************/
2885 /* */ 2857 /* */
2886 /* Move player to his current respawn- */ 2858 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2859 /* position (usually last savebed) */
2888 /* */ 2860 /* */
2889 /****************************************/ 2861 /****************************************/
2890 2862
2891 enter_player_savebed(op); 2863 enter_player_savebed (op);
2892 2864
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2865 op->contr->braced = 0;
2897 save_player(op,1);
2898 2866
2899 /* it is possible that the player has blown something up 2867 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2868 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2869 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2870 * on the space that might harm the player.
2903 */ 2871 */
2904 will_kill_again=0; 2872 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2874 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2875 will_kill_again |= tmp->attacktype;
2908 } 2876
2909 if (will_kill_again) { 2877 if (will_kill_again)
2878 {
2910 object *force; 2879 object *force;
2911 int at; 2880 int at;
2912 2881
2913 force=get_archetype(FORCE_NAME); 2882 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2883 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2884 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2885 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2886 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2887 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2888 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2889 force->resist[at] = 100;
2921 } 2890
2922 insert_ob_in_ob(force, op); 2891 insert_ob_in_ob (force, op);
2923 fix_player(op); 2892 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2893
2894 }
2895
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2896 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} 2897}
2999 2898
3000 2899void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2900loot_object (object *op)
2901{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2902 object *tmp, *tmp2, *next;
3003 2903
3004 if (op->container) { /* close open sack first */ 2904 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2905
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2906 for (tmp = op->inv; tmp; tmp = next)
2907 {
3009 next=tmp->below; 2908 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2909
3011 remove_ob(tmp); 2910 if (tmp->invisible)
2911 continue;
2912
2913 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2914 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2915
3014 loot_object(tmp); 2916 if (tmp->type == CONTAINER)
3015 } 2917 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2918
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2919 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2920 {
3018 if(tmp->nrof>1) { 2921 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2922 {
3020 free_object(tmp2); 2923 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 }
2926 else
2927 tmp->destroy ();
2928 }
3022 } else 2929 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2931 }
3027} 2932}
3028 2933
3029/* 2934/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2935 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2936 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2937 * was changed.
3033 */ 2938 */
3034 2939void
3035void fix_weight(void) { 2940fix_weight (void)
3036 player *pl; 2941{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2942 for_all_players (pl)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2943 {
3039 if(old == sum) 2944 sint32 old = pl->ob->carrying;
3040 continue; 2945
3041 fix_player(pl->ob); 2946 pl->ob->update_weight ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2947
3043 pl->ob->name, old, sum); 2948 if (old != pl->ob->carrying)
2949 {
2950 pl->ob->update_stats ();
2951 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2952 }
3044 } 2953 }
3045} 2954}
3046 2955
2956void
3047void fix_luck(void) { 2957fix_luck (void)
3048 player *pl; 2958{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2959 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2960 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2961 pl->ob->change_luck (0);
3052} 2962}
3053
3054 2963
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2964/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2965 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2966 * just treat this as any other spell casting object.
3058 */ 2967 */
3059
3060void 2968void
3061cast_dust (object * op, object * throw_ob, int dir) 2969cast_dust (object *op, object *throw_ob, int dir)
3062{ 2970{
3063 object *skop, *spob; 2971 object *skop, *spob;
3064 2972
3065 skop = find_skill_by_name (op, throw_ob->skill); 2973 skop = find_skill_by_name (op, throw_ob->skill);
3066 2974
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2975 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2976 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2977 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2978 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2979 return;
3073 } 2980 }
3074 2981
3075 spob = throw_ob->inv; 2982 spob = throw_ob->inv;
3076 2983
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2984 // 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 2985 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2986 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2987 if (!spob)
3081 { 2988 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2989 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; 2990 return;
3085 } 2991 }
3086 2992
3087 if (op->type == PLAYER) 2993 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2994 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2995
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2996 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2997
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2998 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2999}
3096 3000
3001void
3097void make_visible (object *op) { 3002make_visible (object *op)
3003{
3098 op->hide = 0; 3004 op->hide = 0;
3099 op->invisible = 0; 3005 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 3006
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) 3007 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3008 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3009 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3010 op->contr->invis_race = 0;
3011 }
3012
3013 update_object (op, UP_OBJ_CHANGE);
3014}
3015
3016int
3017is_true_undead (object *op)
3018{
3019 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3020 return 1;
3021
3116 return 0; 3022 return 0;
3117} 3023}
3118 3024
3119/* look at the surrounding terrain to determine 3025/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3026 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3027 * indicate greater hideability.
3122 */ 3028 */
3123 3029int
3124int hideability(object *ob) { 3030hideability (object *ob)
3031{
3125 int i,level=0, mflag; 3032 int i, level = 0, mflag;
3126 sint16 x,y; 3033 sint16 x, y;
3127 3034
3128 if(!ob||!ob->map) return 0; 3035 if (!ob || !ob->map)
3036 return 0;
3129 3037
3130 /* so, on normal lighted maps, its hard to hide */ 3038 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3039 level = ob->map->darkness - 2;
3132 3040
3133 /* this also picks up whether the object is glowing. 3041 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3042 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3043 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3044 if (has_carried_lights (ob))
3045 level = -(10 + (2 * ob->map->darkness));
3137 3046
3138 /* scan through all nearby squares for terrain to hide in */ 3047 /* 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]) { 3048 for (i = 0, x = ob->x, y = ob->y;
3049 i <= SIZEOFFREE1;
3050 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3051 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3052 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3053 if (mflag & P_OUT_OF_MAP)
3054 continue;
3055
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3057 level += 2;
3144 else /* open terrain! */ 3058 else /* open terrain! */
3145 level -= 1; 3059 level -= 1;
3146 } 3060 }
3147 3061
3148#if 0 3062#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3063 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3064#endif
3151 return level; 3065 return level;
3152} 3066}
3153 3067
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3072 */
3159 3073void
3160void do_hidden_move (object *op) { 3074do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3075{
3162 object *skop; 3076 int hide = 0;
3163 3077
3164 if(!op || !op->map) return; 3078 if (!op || !op->map)
3079 return;
3165 3080
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3081 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3082 int num = random_roll (0, 19, op, PREFER_LOW);
3167 3083
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3084 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3085 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3086 if (!skop || num >= skop->level)
3087 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3088 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3089 make_visible (op);
3173 return; 3090 return;
3174 } else num += 20;
3175 } 3091 }
3092 else
3093 num += 20;
3094
3176 num += op->map->difficulty; 3095 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3096 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3097 num -= hide;
3098
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3100 {
3180 make_visible(op); 3101 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3102
3182 "You moved out of hiding! You are visible!"); 3103 if (op->type == PLAYER)
3104 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3105 }
3184 else if (op->type == PLAYER && skop) { 3106 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3107 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3108}
3188 3109
3189/* determine if who is standing near a hostile creature. */ 3110/* determine if who is standing near a hostile creature. */
3190 3111
3112int
3191int stand_near_hostile( object *who ) { 3113stand_near_hostile (object *who)
3114{
3192 object *tmp=NULL; 3115 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3116 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3117 maptile *m;
3195 sint16 x,y; 3118 sint16 x, y;
3196 3119
3197 if(!who) return 0; 3120 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; 3121 return 0;
3122
3123 if (who->type == PLAYER)
3124 player = 1;
3125
3126 else
3127 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3128
3129 /* search adjacent squares */
3130 for (i = 1; i < 9; i++)
3131 {
3132 x = who->x + freearr_x[i];
3133 y = who->y + freearr_y[i];
3134 m = who->map;
3135 mflags = get_map_flags (m, &m, x, y, &x, &y);
3136 /* space must be blocked if there is a monster. If not
3137 * blocked, don't need to check this space.
3138 */
3139 if (mflags & P_OUT_OF_MAP)
3140 continue;
3141 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3142 continue;
3143
3144 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3145 {
3146 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3147 return 1;
3148 else if (tmp->type == PLAYER)
3149 {
3150 /*don't let a hidden DM prevent you from hiding */
3151 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3152 return 1;
3153 }
3154 }
3155 }
3156 return 0;
3227} 3157}
3228 3158
3229/* check the player los field for viewability of the 3159/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3160 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3161 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3162 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3163 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3164 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3165 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3166 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3167 * 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. 3168 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3169 * -b.t.
3240 * This function is now map tiling safe. 3170 * This function is now map tiling safe.
3241 */ 3171 */
3242 3172int
3243int player_can_view (object *pl,object *op) { 3173player_can_view (object *pl, object *op)
3174{
3244 rv_vector rv; 3175 rv_vector rv;
3245 int dx,dy; 3176 int dx, dy;
3246 3177
3247 if(pl->type!=PLAYER) { 3178 if (pl->type != PLAYER)
3179 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3180 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; 3181 return -1;
3274 op = op->more;
3275 } 3182 }
3183
3184 if (!pl || !op)
3276 return 0; 3185 return 0;
3186
3187 op = op->head_ ();
3188
3189 get_rangevector (pl, op, &rv, 0x1);
3190
3191 /* starting with the 'head' part, lets loop
3192 * through the object and find if it has any
3193 * part that is in the los array but isn't on
3194 * a blocked los square.
3195 * we use the archetype to figure out offsets.
3196 */
3197 while (op)
3198 {
3199 dx = rv.distance_x + op->arch->x;
3200 dy = rv.distance_y + op->arch->y;
3201
3202 /* only the viewable area the player sees is updated by LOS
3203 * code, so we need to restrict ourselves to that range of values
3204 * for any meaningful values.
3205 */
3206 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3207 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3208 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3209 return 1;
3210
3211 op = op->more;
3212 }
3213
3214 return 0;
3277} 3215}
3278 3216
3279/* routine for both players and monsters. We call this when 3217/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3218 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3219 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3220 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3221 * return 0.
3284 */ 3222 */
3223int
3285int action_makes_visible (object *op) { 3224action_makes_visible (object *op)
3286 3225{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3226 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3227 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3228 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3229 return 0;
3290 3230
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3231 if (op->contr && op->contr->tmp_invis == 0)
3232 return 0;
3292 3233
3293 /* If monsters, they should become visible */ 3234 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3235 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3236 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3237 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3238 return 1;
3297 } 3239 }
3298 } 3240 }
3241
3299 return 0; 3242 return 0;
3300} 3243}
3301 3244
3302/* op_on_battleground - checks if the given object op (usually 3245/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3246 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3247 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3248 * -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 3249 * 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 3250 * 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 3251 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3252 */
3253int
3310int op_on_battleground (object *op, int *x, int *y) { 3254op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3255{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3256 /* 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), 3257 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3258 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3259 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3260 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3261 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3262 for (object *tmp = op->below; tmp; tmp = tmp->below)
3263 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3264 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3265 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3266 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3267 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3268 && tmp->name == shstr_battleground
3269 && EXIT_X (tmp) && EXIT_Y (tmp))
3270 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3271 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3272 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3273 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3274 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3275 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3276 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3277 {
3278 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3279 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3280
3281 return 1;
3282 }
3283 }
3284 }
3285
3286 if (x && y)
3287 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288
3332 return 1; 3289 return 1;
3333 } 3290 }
3334 } 3291 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3292 }
3340 } 3293
3341 }
3342 /* If we got here, did not find a battleground */ 3294 /* If we got here, did not find a battleground */
3343 return 0; 3295 return 0;
3344} 3296}
3345 3297
3346/* 3298/*
3350 * attributes: 3302 * attributes:
3351 * object *who the dragon player 3303 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3304 * int atnr the attack-number of the ability focus
3353 * int level ability level 3305 * int level ability level
3354 */ 3306 */
3307void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3308dragon_ability_gain (object *who, int atnr, int level)
3309{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3310 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3311 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3312 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3313 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3314 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3315 int i = 0, j = 0;
3362 3316
3363 /* get the appropriate treasurelist */ 3317 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3318 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3319 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3320 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3321 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3322 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3323 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3324 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3325 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3326
3373 if (trlist == NULL || who->type != PLAYER) 3327 if (trlist == NULL || who->type != PLAYER)
3374 return; 3328 return;
3375 3329
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3330 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3331
3378 3332 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3333 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3335 return;
3382 } 3336 }
3383 3337
3384 /* everything seems okay - now bring on the gift: */ 3338 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3339 item = tr->item;
3386 3340
3387 if (item->type == SPELL) { 3341 if (item->type == SPELL)
3342 {
3388 if (check_spell_known (who, item->name)) 3343 if (check_spell_known (who, item->name))
3389 return; 3344 return;
3390 3345
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3346 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); 3347 do_learn_spell (who, item, 0);
3393 return; 3348 return;
3394 } 3349 }
3395 3350
3396 /* grant direct spell */ 3351 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3352 if (item->type == SPELLBOOK)
3353 {
3398 if (!item->inv) { 3354 if (!item->inv)
3355 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3356 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3357 return;
3402 } 3358 }
3403 if (check_spell_known (who, item->inv->name)) 3359 if (check_spell_known (who, item->inv->name))
3404 return; 3360 return;
3405 if (item->invisible) { 3361 if (item->invisible)
3362 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3363 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); 3364 do_learn_spell (who, item->inv, 0);
3408 return; 3365 return;
3409 } 3366 }
3410 } 3367 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3368 else if (item->type == SKILL_TOOL && item->invisible)
3369 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3370 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3371 {
3413 3372
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3373 /* 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 3374 * 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, 3375 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3376 * but not all of them, he gets nothing.
3418 */ 3377 */
3419 if (!(skop->attacktype & item->attacktype)) { 3378 if (!(skop->attacktype & item->attacktype))
3379 {
3420 /* Give new attacktype */ 3380 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3381 skop->attacktype |= item->attacktype;
3422 3382
3423 /* always add physical if there's none */ 3383 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3384 skop->attacktype |= AT_PHYSICAL;
3425 3385
3426 if (item->msg != NULL) 3386 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3387 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3388
3429 /* Give player new face */ 3389 /* Give player new face */
3430 if (item->animation_id) { 3390 if (item->animation_id)
3391 {
3431 who->face = skop->face; 3392 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3393 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3394 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3395 who->last_anim = 0;
3435 who->state = 0; 3396 who->state = 0;
3436 animate_object(who, who->direction); 3397 animate_object (who, who->direction);
3437 } 3398 }
3399 }
3400 }
3438 } 3401 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3402 else if (item->type == FORCE)
3403 {
3442 /* forces in the treasurelist can alter the player's stats */ 3404 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3405 object *skin;
3406
3444 /* first get the dragon skin force */ 3407 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3408 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3409 ;
3447 if (skin == NULL) return; 3410
3448 3411 if (!skin)
3412 return;
3413
3449 /* adding new spellpath attunements */ 3414 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3415 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3416 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3417 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3418
3453 /* print message */ 3419 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3420 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3421 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3422 {
3457 if (j) 3423 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3424 {
3459 else 3425 if (j)
3460 j = 1; 3426 strcat (buf, " and ");
3427 else
3428 j = 1;
3461 strcat(buf, spellpathnames[i]); 3429 strcat (buf, spellpathnames[i]);
3462 } 3430 }
3463 } 3431 }
3464 strcat(buf,"."); 3432 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3433 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3434 }
3467 3435
3468 /* evtl. adding flags: */ 3436 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3437 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3438 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3439 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3440 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3441 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3442 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3443
3476 /* print message if there is one */ 3444 /* print message if there is one */
3477 if (item->msg != NULL) 3445 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3446 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3447 }
3448 else
3479 } 3449 {
3480 else {
3481 /* generate misc. treasure */ 3450 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3451 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3452 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); 3453 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3454 }
3488} 3455}
3489 3456
3490/** 3457/**
3491 * Unready an object for a player. This function does nothing if the object was 3458 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3459 * not readied.
3493 */ 3460 */
3461void
3494void player_unready_range_ob(player *pl, object *ob) { 3462player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3463{
3464 if (pl->ob->current_weapon == ob)
3465 pl->ob->current_weapon = 0;
3496 3466
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3467 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3468 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3469
3500 if (pl->shoottype == i) { 3470 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3471 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3472}
3473
3474sint8
3475player::visibility_at (maptile *map, int x, int y) const
3476{
3477 if (!ns)
3478 return 0;
3479
3480 int dx, dy;
3481 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3482 return 0;
3483
3484 x += dx - ns->current_x + ns->mapx / 2;
3485 y += dy - ns->current_y + ns->mapy / 2;
3486
3487 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3488 return 0;
3489
3490 return 100 - blocked_los [x][y];
3491}
3492
3493void
3494player::infobox (const char *title, const char *msg, int color)
3495{
3496 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3497}
3498
3499void
3500player::statusmsg (const char *msg, int color)
3501{
3502 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3503}
3504
3505void
3506player::failmsg (const char *msg, int color)
3507{
3508 play_sound (sound_find ("generic_failure"));
3509 statusmsg (msg, color);
3510}
3511

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