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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 1.205 by root, Thu Sep 25 04:09:57 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
115 } 232 {
116 rules[0]='\0'; 233 object *tmp, *abil = 0, *skin = 0;
117 size=0; 234
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 236 if (tmp->type == FORCE)
120 continue; 237 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
122 { 311 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 312 case SKILL:
124 break; 313 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 314 break;
167 } 315
168 strncat(news+size,buf,HUGE_BUF-size); 316 case WAND:
169 size+=strlen(buf); 317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
170 } 326 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 327
181int playername_ok(const char *cp) { 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 329 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 330}
190 331
191/* This no longer sets the player map. Also, it now updates 332void
192 * all the pointers so the caller doesn't need to do that. 333player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 334{
194 */ 335 observe = op ? op : ob;
336 do_los = 1;
337}
195 338
196/* Redo this to do both get_player_ob and get_player. 339player::player ()
197 * Hopefully this will be less bugfree and simpler. 340{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234
235 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 342 * we deal with that below this point.
237 */ 343 */
238 p->party=NULL; 344 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 347
244#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 349
246#endif 350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
247 369 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
249 372 }
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 */
258 373
259 roll_stats(op); 374 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} 375}
301 376
302 377player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 378{
306 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
307 op->x = -1; 380 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 381}
311 382
312/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
314 * mode. 385 * mode.
315 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
316 391
317int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 393
320 p=get_player(NULL); 394 pl->ob->roll_stats ();
321 p->socket = *ns; 395 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 397
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 398 set_first_map (pl->ob);
332 399
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 400 return pl;
340} 401}
341 402
342/* 403/*
343 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
346 */ 407 */
408archetype *
347archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
348{ 410{
349 archetype *start = at; 411 // archetypes could have been reloaded
350 for (;;) { 412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 413
352 at=first_archetype; 414 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 415 return at;
357 if (at == start) { 416
358 LOG (llevError, "No Player archetypes\n"); 417 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 418
360 } 419 for (;;)
361 } 420 {
362} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
363 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
364 430
431object *
365object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
366 object *op = NULL; 434 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 435 objectlink *ol;
369 unsigned lastdist; 436 unsigned lastdist;
370 rv_vector rv; 437 rv_vector rv;
371 438
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 440 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 442 continue;
399 443
400 if(lastdist>rv.distance) {
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) { 444 if (lastdist > rv.distance)
409 op=pl->ob; 445 {
446 op = ol->ob;
410 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
411 } 449 }
412 } 450
413 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
414#if 0 459#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 461#endif
417 return op; 462 return op;
418} 463}
419 464
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 483 * is probably not a good thing.
439 */ 484 */
440#define MAX_SPACES 50 485#define MAX_SPACES 50
441
442 486
443/* 487/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 506 * is blocking itself.
463 */ 507 */
508int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
465 rv_vector rv; 511 rv_vector rv;
466 sint16 x,y; 512 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
469 515
470 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
471 517
472 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
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; 519 return 0;
725}
726 520
727void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 527
729 op->contr->write_buf[0]='\0'; 528 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 529 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 530 return 0;
732}
733 531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist *items)
646{
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 pl->contr->link_skills ();
734}
735
736void
734void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
735 if (party == NULL) { 739 if (party == NULL)
740 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 742 return;
738 } 743 }
744
739 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 749}
744
745 750
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int
747int roll_stat(void) { 753roll_stat (void)
754{
748 int a[4],i,j,k; 755 int a[4], i, j, k;
749 756
750 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
752 759
753 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 761 if (a[i] < k)
755 k=a[i],j=i; 762 k = a[i], j = i;
756 763
757 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 765 if (i != j)
759 k+=a[i]; 766 k += a[i];
760 } 767
761 return k; 768 return k;
762} 769}
763 770
764void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
765 int sum=0; 778 int sum = 0;
766 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
768 781
769 do { 782 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 783 break;
771 op->stats.Dex=roll_stat(); 784 }
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);
781 785
782 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 787 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;
790 788
791 /* a quick and dirty bubblesort? */ 789 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]; 790 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];
810 791
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; 792 stats.exp = 0;
822 op->stats.ac=0; 793 stats.ac = 0;
823 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
824 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
827 804
828 fix_player(op); 805 contr->orig_stats = stats;
806 }
807}
808
809void
810object::swap_stats (int a, int b)
811{
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
829 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
832 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
833} 837}
834 838
835void Roll_Again(object *op) 839static void
840start_info (object *op)
836{ 841{
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]; 842 char buf[MAX_BUF];
845 843
846 if ( op->contr->Swap_First == -1 ) { 844 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); 845 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} 846}
954 847
955/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
959 * not the class. 852 * not the class.
960 */ 853 */
961 854void
962int key_change_class(object *op, char key) 855player::chargen_race_done ()
963{ 856{
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 */ 857 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
978 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
980 866
981 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
982 868
983 if (op->msg) { 869 if (ob->msg)
984 free_string(op->msg); 870 ob->msg = 0;
985 op->msg=NULL;
986 }
987 871
988 /* We create this now because some of the unique maps will need it
989 * 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); 872 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 875 esrv_send_inventory (ob, ob);
1002 fix_player(op); 876 ob->update_stats ();
1003 877
1004 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1005 * is one for this race 879 * is one for this race
1006 */ 880 */
1007 if(*first_map_ext_path) { 881 if (*first_map_ext_path)
1008 object *tmp; 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 883 else
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"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 885}
1024 return 0;
1025 }
1026 886
887void
888player::chargen_race_next ()
889{
1027 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1029 */ 892 */
1030 893
1031 tmp_loop = 0; 894 do
1032 while(!tmp_loop) { 895 {
1033 const char *name = add_string (op->name); 896 shstr name = ob->name;
1034 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 898
1036 remove_ob (op); 899 ob->remove_statbonus ();
900 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1039 op->instantiate (); 903 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 905 ob->name = ob->name_pl = name;
1042 op->name = name; 906 ob->x = x;
1043 free_string(op->name_pl); 907 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 910 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 911 ob->add_statbonus ();
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 } 912 }
913 while (!allowed_class (ob));
914
1056 update_object(op,UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 916 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 917 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 920 ob->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} 921}
1067 922
1068int key_confirm_quit(object *op, char key) 923void
1069{
1070 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);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 924flee_player (object *op)
925{
1114 int dir,diff; 926 int dir, diff;
1115 rv_vector rv; 927 rv_vector rv;
1116 928
1117 if(op->stats.hp < 0) { 929 if (op->stats.hp < 0)
930 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 933 return;
1121 } 934 }
1122 935
1123 if(op->enemy==NULL) { 936 if (op->enemy == NULL)
937 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 940 return;
1127 } 941 }
1128 942
1129 /* Seen some crashes here. Since we don't store an 943 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 944 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 945 * actual enemy, and the object is recycled.
1132 */ 946 */
1133 if (op->enemy->map == NULL) { 947 if (op->enemy->map == NULL)
948 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 950 op->enemy = NULL;
1136 return; 951 return;
1137 } 952 }
1138 953
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 {
1140 op->enemy=NULL; 956 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 958 return;
1143 } 959 }
960
1144 get_rangevector(op, op->enemy, &rv, 0); 961 get_rangevector (op, op->enemy, &rv, 0);
1145 962
1146 dir=absdir(4+rv.direction); 963 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 964 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 } 965 {
966 int m = 1 - (RANDOM () & 2);
967
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
969 return;
970 }
971
1154 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 974 op->enemy = NULL;
1157} 975}
1158
1159 976
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 977/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 978 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 979 * stop.
1163 */ 980 */
981int
1164int check_pick(object *op) { 982check_pick (object *op)
983{
1165 object *tmp, *next; 984 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 985 int stop = 0;
1168 int j, k, wvratio; 986 int wvratio;
1169 char putstring[128], tmpstr[16]; 987 char putstring[128];
1170
1171 988
1172 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1174 return 1; 991 return 1;
1175 992
1176 op_tag = op->count;
1177
1178 next = op->below; 993 next = op->below;
1179 if (next) 994
1180 next_tag = next->count; 995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 997
1182 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 999 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1000 while (next && !next->destroyed ())
1185 { 1001 {
1186 tmp = next; 1002 tmp = next;
1187 next = tmp->below; 1003 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1004
1191 if (was_destroyed (op, op_tag)) 1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1011 if (op->destroyed ())
1192 return 0; 1012 return 0;
1193 1013
1194 if ( ! can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1195 continue; 1015 continue;
1196 1016
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1018 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1201 continue; 1021 continue;
1202 } 1022 }
1203 1023
1204 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1025 if (!(op->contr->mode & PU_NEWMODE))
1026 {
1206 switch (op->contr->mode) { 1027 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1028 {
1208 case 1: pick_up (op, tmp); 1029 case 0:
1209 return 1; 1030 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1031 case 1:
1211 return 0; 1032 CHK_PICK_PICKUP;
1212 case 3: return 0; /* stop before pickup */ 1033 return 1;
1213 case 4: pick_up (op, tmp); 1034 case 2:
1214 break; 1035 CHK_PICK_PICKUP;
1215 case 5: pick_up (op, tmp); 1036 return 0;
1216 stop = 1; 1037 case 3:
1217 break; 1038 return 0; /* stop before pickup */
1218 case 6: 1039 case 4:
1040 CHK_PICK_PICKUP;
1041 break;
1042 case 5:
1043 CHK_PICK_PICKUP;
1044 stop = 1;
1045 break;
1046 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1049 CHK_PICK_PICKUP;
1222 break; 1050 break;
1223 1051
1224 case 7: 1052 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1054 CHK_PICK_PICKUP;
1227 break; 1055 break;
1228 1056
1229 default: 1057 default:
1230 /* use value density */ 1058 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1061 CHK_PICK_PICKUP;
1234 >= op->contr->mode) 1062 }
1235 pick_up(op,tmp); 1063 }
1236 } 1064 else
1237 } 1065 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1067 if (op->contr->mode & PU_DEBUG)
1241 { 1068 {
1242 /* some debugging code to figure out item information */ 1069 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1070 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1072 &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)))); 1073 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1076
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 }
1252 1079
1253 sprintf(putstring,"...flags: "); 1080 /* philosophy:
1254 for(k=0;k<4;k++) 1081 * It's easy to grab an item type from a pile, as long as it's
1255 { 1082 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1083 * and selections, select-items should be used. This is a
1257 { 1084 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1085 * example.
1259 { 1086 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1087 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1088 * convert to decimal and then 'pickup <#>
1262 } 1089 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue;
1116
1117 /* ignore known cursed objects */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1119 continue;
1120
1121 /* all food and drink if desired */
1122 /* question: don't pick up known-poisonous stuff? */
1123 if (op->contr->mode & PU_FOOD)
1124 if (tmp->type == FOOD)
1125 {
1126 CHK_PICK_PICKUP;
1127 continue;
1128 }
1129
1130 if (op->contr->mode & PU_DRINK)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1132 {
1133 CHK_PICK_PICKUP;
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_POTION)
1138 if (tmp->type == POTION)
1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL)
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 {
1184 if (tmp->type == MONEY || tmp->type == GEM)
1185 {
1186 CHK_PICK_PICKUP;
1187 continue;
1188 }
1189 }
1190
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET)
1194 {
1195 CHK_PICK_PICKUP;
1196 continue;
1197 }
1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1204 continue;
1205 }
1206
1207 /* bows and arrows. Bows are good for selling! */
1208 if (op->contr->mode & PU_BOW)
1209 if (tmp->type == BOW)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_ARROW)
1216 if (tmp->type == ARROW)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* all kinds of armor etc. */
1223 if (op->contr->mode & PU_ARMOUR)
1224 if (tmp->type == ARMOUR)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_HELMET)
1231 if (tmp->type == HELMET)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_SHIELD)
1238 if (tmp->type == SHIELD)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_BOOTS)
1245 if (tmp->type == BOOTS)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_GLOVES)
1252 if (tmp->type == GLOVES)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_CLOAK)
1259 if (tmp->type == CLOAK)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 /* hoping to catch throwing daggers here */
1266 if (op->contr->mode & PU_MISSILEWEAPON)
1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 /* careful: chairs and tables are weapons! */
1274 if (op->contr->mode & PU_ALLWEAPON)
1275 {
1276 if (tmp->type == WEAPON && tmp->name != NULL)
1277 {
1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284 }
1285
1286 if (tmp->type == WEAPON && tmp->name == NULL)
1287 {
1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293 }
1294 }
1295
1296 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 {
1300 CHK_PICK_PICKUP;
1301 continue;
1302 }
1303
1304 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */
1306 if (op->contr->mode & PU_RATIO)
1307 {
1308 /* use value density to decide what else to grab */
1309 /* >=7 was >= op->contr->mode */
1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 {
1315 CHK_PICK_PICKUP;
1267#if 0 1316#if 0
1268 /* print the flags too */ 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1318 if (tmp->name != NULL)
1270 { 1319 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1320 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1321 }
1273 { 1322 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1325 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 1326#endif
1327 continue;
1328 }
1329 }
1330 } /* the new pickup model */
1280 } 1331 }
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 1332
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; 1333 return !stop;
1444} 1334}
1445 1335
1446/* 1336/*
1447 * Find an arrow in the inventory and after that 1337 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1338 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1339 * found object is returned.
1450 */ 1340 */
1341object *
1451object *find_arrow(object *op, const char *type) 1342find_arrow (object *op, const char *type)
1452{ 1343{
1453 object *tmp = NULL; 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1454 1347
1455 for(op=op->inv; op; op=op->below) 1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1350 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1351 {
1459 else if (op->type==ARROW && op->race==type) 1352 splay (tmp);
1353 return arrow;
1354 }
1355
1460 return op; 1356 return 0;
1461 return tmp;
1462} 1357}
1463 1358
1464/* 1359/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1362 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1364 */
1470 1365object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1367{
1473 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1475 1370
1476 if (!type) 1371 if (!type)
1477 return NULL; 1372 return NULL;
1478 1373
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1374 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1375 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1377 {
1378 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1379 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1380 if (i > betterby)
1485 tmp = ntmp; 1381 {
1486 betterby = i; 1382 tmp = ntmp;
1487 } 1383 betterby = i;
1384 }
1385 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1386 else if (arrow->type == ARROW && arrow->race == type)
1387 {
1489 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1390 {
1492 if (arrow->attacktype & AT_DEATH) { 1391 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1392 {
1494 return arrow; 1393 *better = 100;
1495 } else { 1394 return arrow;
1496 tmp = arrow; 1395 }
1396 else
1397 {
1398 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1399 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1400 }
1499 } else { 1401 }
1402 else
1403 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1405 {
1501 attacktype = 1<<attacknum; 1406 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1409 {
1410 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1412 }
1507 } 1413 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1415 {
1416 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1417 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1418 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1420 {
1421 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1423 }
1424 }
1425 }
1516 } 1426 }
1517 } 1427
1518 }
1519 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1429 return find_arrow (op, type);
1521 1430
1522 *better = betterby; 1431 *better = betterby;
1523 return tmp; 1432 return tmp;
1524} 1433}
1525 1434
1526/* looks in a given direction, finds the first valid target, and calls 1435/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1437 * op = the shooter
1529 * type = bow->race 1438 * type = bow->race
1530 * dir = fire direction 1439 * dir = fire direction
1531 */ 1440 */
1532 1441object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1534{ 1443{
1535 object *tmp = NULL; 1444 object *tmp = NULL;
1536 mapstruct *m; 1445 maptile *m;
1537 int i, mflags, found, number; 1446 int i, mflags, found, number;
1538 sint16 x, y; 1447 sint16 x, y;
1539 1448
1540 if (op->map == NULL) 1449 if (op->map == NULL)
1541 return find_arrow(op, type); 1450 return find_arrow (op, type);
1542 1451
1543 /* do a dex check */ 1452 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1453 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))) 1454 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1455 return find_arrow (op, type);
1547 1456
1548 m = op->map; 1457 m = op->map;
1549 x = op->x; 1458 x = op->x;
1550 y = op->y; 1459 y = op->y;
1551 1460
1552 /* find the first target */ 1461 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1462 for (i = 0, found = 0; i < 20; i++)
1463 {
1554 x += freearr_x[dir]; 1464 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1465 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1466 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 {
1558 tmp = NULL; 1469 tmp = NULL;
1559 break; 1470 break;
1471 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1475 * perhaps a bad assumption.
1563 */ 1476 */
1564 tmp = NULL; 1477 tmp = NULL;
1565 break; 1478 break;
1566 } 1479 }
1567 if (mflags & P_IS_ALIVE) { 1480 if (mflags & P_IS_ALIVE)
1481 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1483 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1484 {
1571 break; 1485 found++;
1572 } 1486 break;
1487 }
1573 if (found) 1488 if (found)
1574 break; 1489 break;
1575 } 1490 }
1576 } 1491 }
1577 if (tmp == NULL) 1492 if (tmp == NULL)
1578 return find_arrow(op, type); 1493 return find_arrow (op, type);
1579 1494
1580 if (tmp->head) 1495 if (tmp->head)
1581 tmp = tmp->head; 1496 tmp = tmp->head;
1582 1497
1583 return find_better_arrow(op, tmp, type, &i); 1498 return find_better_arrow (op, tmp, type, &i);
1584} 1499}
1585 1500
1586/* 1501/*
1587 * Creature fires a bow - op can be monster or player. Returns 1502 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1503 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1506 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1507 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1508 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1509 * player fire modes.
1595 */ 1510 */
1511int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1512fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1513{
1599 object *left, *bow; 1514 object *left, *bow;
1600 tag_t left_tag, tag; 1515 int mflags;
1601 int bowspeed, mflags; 1516 maptile *m;
1602 mapstruct *m;
1603 1517
1604 if (!dir) { 1518 if (!dir)
1519 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1521 return 0;
1522 }
1523
1524 if (op->contr)
1525 bow = op->current_weapon;
1526 else
1607 } 1527 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1529 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1530 * don't need to switch back and forth between bows and weapons.
1614 */ 1531 */
1615 if(bow->type==BOW) 1532 if (bow->type == BOW)
1616 break; 1533 break;
1617 1534
1618 if (!bow) { 1535 if (!bow)
1536 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1538 return 0;
1621 } 1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1622 } 1548 }
1549
1623 if( !bow->race || !bow->skill) { 1550 if (!bow->race || !bow->skill)
1551 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1553 return 0;
1626 } 1554 }
1627 1555
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) { 1556 if (arrow == NULL)
1557 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1559 {
1638 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1561 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 */ 1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1563 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1644 return 0; 1566 return 0;
1645 } 1567 }
1646 } 1568 }
1569
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1571 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1572 return 0;
1650 } 1573
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1575 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1577 return 0;
1654 } 1578 }
1655 1579
1656 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1581 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1582 {
1583 arrow->destroy ();
1584 return 0;
1585 }
1662 1586
1663 left = arrow; /* these are arrows left to the player */ 1587 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1588 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1589 if (!arrow)
1666 if (arrow == NULL) { 1590 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1592 return 0;
1669 return 0;
1670 } 1593 }
1671 set_owner(arrow, op); 1594
1672 if (arrow->skill) free_string(arrow->skill); 1595 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1596 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1597 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1598
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 */ 1599 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1600 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1601 arrow->stats.grace = arrow->attacktype;
1602
1688 if (arrow->slaying != NULL) 1603 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1604 arrow->spellarg = strdup (arrow->slaying);
1690 1605
1691 /* Note that this was different for monsters - they got their level 1606#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1607 if (player *pl = op->contr)
1693 */
1694 1608 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1609 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1610
1611 /* penalize ROF for bestarrow */
1612 if (pl->bowtype == bow_bestarrow)
1613 speed *= .9f;
1614 else
1615 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1616
1617 op->speed_left += speed - op->speed;
1618 }
1619#endif
1620
1621 SET_ANIMATION (arrow, arrow->direction);
1622
1699 /* update the speed */ 1623 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1624 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]) + 1625 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1626
1705 if (arrow->speed < 1.0) 1627 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1628 arrow->speed_left = 0;
1709 1629
1630 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1631
1710 if (op->type == PLAYER) { 1632 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1633 {
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; 1634 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1635 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1636
1637 if (!arrow->slaying)
1638 arrow->slaying = op->slaying;
1639
1640 arrow->attacktype |= op->attacktype;
1641 }
1642 else
1643 {
1721 arrow->level = op->level; 1644 arrow->level = op->level;
1722 } 1645 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1646
1647 if (!arrow->slaying)
1648 arrow->slaying = bow->slaying;
1649
1724 arrow->attacktype |= bow->attacktype; 1650 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1651 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1652
1728 arrow->map = m; 1653 wc -= arrow->level;
1654 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1655
1656 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1657 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1658 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1659
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1660 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1661 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1662
1736 if (!was_destroyed(arrow, tag)) 1663 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1664 move_arrow (arrow);
1738 1665
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; 1666 return 1;
1746} 1667}
1747 1668
1748/* Special fire code for players - this takes into 1669/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1670 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1671 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1672 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1673 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1674 * hence the function name.
1754 */ 1675 */
1676int
1755int player_fire_bow(object *op, int dir) 1677player_fire_bow (object *op, int dir)
1756{ 1678{
1757 int ret=0, wcmod=0; 1679 int ret = 0, wcmod = 0;
1758 1680
1759 if (op->contr->bowtype == bow_bestarrow) { 1681 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1682 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1683 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); 1684 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1685 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1686 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1687 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1688 wcmod = -1;
1689
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1690 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1691 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1692 else if (op->contr->bowtype == bow_threewide)
1693 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1694 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)]); 1695 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)]); 1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1697 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1698 else if (op->contr->bowtype == bow_spreadshot)
1699 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1700 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); 1701 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); 1702 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1703 }
1777 } else { 1704 else
1705 {
1778 /* Simple case */ 1706 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1707 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1708 }
1709
1781 return ret; 1710 return ret;
1782} 1711}
1783
1784 1712
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1713/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1714 * Broken apart from 'fire' to keep it more readable.
1787 */ 1715 */
1716void
1788void fire_misc_object(object *op, int dir) 1717fire_misc_object (object *op, int dir)
1789{ 1718{
1790 object *item; 1719 object *item = op->contr->ranged_ob;
1791 1720
1792 if (!op->contr->ranges[range_misc]) { 1721 if (!item)
1722 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1723 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1724 return;
1795 } 1725 }
1796 1726
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1727 if (!item->inv)
1728 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1729 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1730 return;
1801 } 1731 }
1802 if (item->type == WAND) { 1732
1803 if(item->stats.food<=0) { 1733 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; 1734 return;
1807 } 1735
1736 if (item->type == WAND)
1737 {
1738 if (item->stats.food <= 0)
1739 {
1740 op->contr->play_sound (sound_find ("wand_poof"));
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1742
1743 return;
1744 }
1745 }
1808 } else if (item->type == ROD || item->type==HORN) { 1746 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1747 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1748 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1749
1750 // using the maximum of the rods charge allows at least one spell cast
1751 // for a rod or horn, this fixes some broken rods.
1752 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1753 {
1754 op->contr->play_sound (sound_find ("wand_poof"));
1755
1811 if (item->type== ROD) 1756 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1757 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)); 1758 else
1814 else 1759 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, 1760
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1761 return;
1818 } 1762 }
1819 } 1763 }
1820 1764
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1765 if (cast_spell (op, item, dir, item->inv, NULL))
1766 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1767 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1768 if (item->type == WAND)
1769 {
1824 if (!(--item->stats.food)) { 1770 if (!(--item->stats.food))
1825 object *tmp; 1771 {
1826 if (item->arch) { 1772 object *tmp;
1773
1774 if (item->arch)
1775 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1776 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1777 item->face = item->arch->face;
1829 item->speed = 0; 1778 item->set_speed (0);
1830 update_ob_speed(item); 1779 }
1831 } 1780
1832 if ((tmp=is_player_inv(item))) 1781 if (object *pl = item->visible_to ())
1833 esrv_update_item(UPD_ANIM, tmp, item); 1782 esrv_update_item (UPD_ANIM, pl, item);
1834 } 1783 }
1835 } 1784 }
1836 else if (item->type == ROD || item->type==HORN) { 1785 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1786 drain_rod_charge (item);
1838 }
1839 } 1787 }
1840} 1788}
1841 1789
1842/* Received a fire command for the player - go and do it. 1790/* Received a fire command for the player - go and do it.
1843 */ 1791 */
1792bool
1844void fire(object *op,int dir) { 1793fire (object *op, int dir)
1794{
1845 int spellcost=0; 1795 int spellcost = 0;
1846 1796
1847 /* check for loss of invisiblity/hide */ 1797 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1798 if (action_makes_visible (op))
1799 make_visible (op);
1849 1800
1850 switch(op->contr->shoottype) { 1801 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1802
1854 case range_bow: 1803 if (pl->golem)
1855 player_fire_bow(op, dir); 1804 {
1856 return; 1805 control_golem (op->contr->golem, dir);
1857 1806 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 } 1807 }
1873 else 1808
1874 control_golem(op->contr->ranges[range_golem], dir); 1809 object *ob = pl->ranged_ob;
1810
1811 if (!ob)
1875 return; 1812 return false;
1876 1813
1877 case range_skill: 1814 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; 1815 return false;
1885 case range_builder: 1816
1817 if (op->speed_left > 0.f)
1818 --op->speed_left;
1819 else
1820 return false;
1821
1822 switch (ob->type)
1823 {
1824 case BOW:
1825 player_fire_bow (op, dir);
1826 break;
1827
1828 case SPELL:
1829 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 break;
1831
1832 case BUILDER:
1886 apply_map_builder( op, dir ); 1833 apply_map_builder (op, dir);
1887 return; 1834 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1835
1836 case SKILL:
1837 do_skill (op, op, ob, dir, 0);
1838 break;
1894 1839
1840 default:
1841 fire_misc_object (op, dir);
1842 break;
1843 }
1844
1845 return true;
1846}
1895 1847
1896/* find_key 1848/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1849 * 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 1850 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1851 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1853 * pl is the player,
1902 * inv is the objects inventory to searched 1854 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1855 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1856 * This function can be called recursively to search containers.
1905 */ 1857 */
1906 1858object *
1907object * find_key(object *pl, object *container, object *door) 1859find_key (object *pl, object *container, object *door)
1908{ 1860{
1909 object *tmp,*key; 1861 object *tmp, *key;
1910 1862
1911 /* Should not happen, but sanity checking is never bad */ 1863 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1864 if (!container->inv)
1865 return 0;
1913 1866
1914 /* First, lets try to find a key in the top level inventory */ 1867 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1868 for (tmp = container->inv; tmp; tmp = tmp->below)
1869 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1870 if (door->type == DOOR && tmp->type == KEY)
1871 break;
1917 /* For sanity, we should really check door type, but other stuff 1872 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1873 * (like containers) can be locked with special keys
1919 */ 1874 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1875 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1876 break;
1922 } 1877 }
1878
1923 /* No key found - lets search inventories now */ 1879 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1880 /* 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 1881 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1882 * a key, return
1927 */ 1883 */
1928 if (!tmp) { 1884 if (!tmp)
1885 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1886 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 {
1930 /* No reason to search empty containers */ 1888 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1889 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1890 {
1891 if ((key = find_key (pl, tmp, door)))
1892 return key;
1893 }
1894 }
1895
1896 if (!tmp)
1897 return NULL;
1933 } 1898 }
1934 } 1899
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1900 /* 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 1901 * see if we actually want to use it
1939 */ 1902 */
1940 if (pl!=container) { 1903 if (pl != container)
1904 {
1941 /* Only let players use keys in containers */ 1905 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1906 if (!pl->contr)
1907 return NULL;
1943 /* cases where this fails: 1908 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1909 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1910 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1911 * If the container is not active, return now since only active
1947 * containers can be used. 1912 * containers can be used.
1948 * If we only search keyrings and the container does not have 1913 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1914 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1915 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1916 * inv must have been an container and must have been active.
1952 * 1917 *
1953 * Change the color so that the message doesn't disappear with 1918 * Change the color so that the message doesn't disappear with
1954 * all the others. 1919 * all the others.
1955 */ 1920 */
1956 if (pl->contr->usekeys == key_inventory || 1921 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1922 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1923 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1924 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1925 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1926 "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; 1927 return NULL;
1965 } 1928 }
1966 } 1929 }
1930
1967 return tmp; 1931 return tmp;
1968} 1932}
1969 1933
1970/* moved door processing out of move_player_attack. 1934/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1935 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1936 * such that the caller should not do anything more,
1973 * 0 otherwise 1937 * 0 otherwise
1974 */ 1938 */
1939static int
1975static int player_attack_door(object *op, object *door) 1940player_attack_door (object *op, object *door)
1976{ 1941{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1942 /* 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 - 1943 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1944 * otherwise, we fall through to the rest of the code.
1981 */ 1945 */
1982 object *key=find_key(op, op, door); 1946 object *key = find_key (op, op, door);
1983 1947
1984 /* IF we found a key, do some extra work */ 1948 /* If we found a key, do some extra work */
1985 if (key) { 1949 if (key)
1950 {
1986 object *container=key->env; 1951 object *container = key->env;
1987 1952
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1953 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1954 make_visible (op);
1955
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1956 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1957 spring_trap (door->inv, op);
1958
1991 if (door->type == DOOR) { 1959 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1960 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1961 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1962 {
1996 "You open the door with the %s", query_short_name(key)); 1963 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1964 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1965 }
1966
1999 /* Do this after we print the message */ 1967 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1968 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1969
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1970 return 1; /* Nothing more to do below */
1971 }
2005 } else if (door->type==LOCKED_DOOR) { 1972 else if (door->type == LOCKED_DOOR)
1973 {
2006 /* Might as well return now - no other way to open this */ 1974 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1975 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1976 return 1;
2009 } 1977 }
1978
2010 return 0; 1979 return 0;
2011} 1980}
2012 1981
2013/* This function is just part of a breakup from move_player. 1982/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1983 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1984 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1985 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1986 * going to try and move (not fire weapons).
2018 */ 1987 */
2019 1988bool
2020void move_player_attack(object *op, int dir) 1989move_player_attack (object *op, int dir)
2021{ 1990{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 1991 int on_battleground;
2025 mapstruct *m;
2026 1992
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1993 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1994 sint16 ny = freearr_y[dir] + op->y;
2031 1995
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1996 on_battleground = op_on_battleground (op, 0, 0);
2033 1997
1998 if (out_of_map (op->map, nx, ny))
1999 return false;
2000
2001 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2002 {
2003 --op->speed_left;
2004 return true;
2005 }
2006
2034 /* If braced, or can't move to the square, and it is not out of the 2007 /* 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 2008 * 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 2009 * 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 2010 * 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 2011 * 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 2012 * 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 2013 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2014 * move_ob uses.
2042 */ 2015 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2016 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 2017
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2018 /* 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. 2019 * 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 2020 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2021 * on the space
2060 */ 2022 */
2061 while (tmp!=NULL) { 2023 object *mon;
2062 if (tmp == op) { 2024 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2025 {
2064 continue; 2026 if ((mon->flag [FLAG_ALIVE]
2027 || mon->type == LOCKED_DOOR
2028 || mon->flag [FLAG_CAN_ROLL])
2029 && mon != op)
2030 break;
2065 } 2031 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2032
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 */ 2033 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2034 return false; /* into a wall */
2077 2035
2078 if(mon->head != NULL)
2079 mon = mon->head; 2036 mon = mon->head_ ();
2080 2037
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2038 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2039 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2040 if (player_attack_door (op, mon))
2041 {
2042 --op->contr->weapon_sp_left;
2043 return true;
2044 }
2083 2045
2084 /* The following deals with possibly attacking peaceful 2046 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2047 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2048 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2049 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2050 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2051 * and thus will not push them.
2090 */ 2052 */
2091 2053
2092 /* If the creature is a pet, push it even if the player is not 2054 /* 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 2055 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2056 * player owns it and it is either friendly or unagressive.
2095 */ 2057 */
2096 if ((op->type==PLAYER) 2058 if (op->type == PLAYER
2097#if COZY_SERVER 2059 && ((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)) 2060 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2061 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2062 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2063 {
2109 /* If we're braced, we don't want to switch places with it */ 2064 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2065 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2066 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2067
2068 if (op->speed_left > 0.f)
2069 {
2070 --op->speed_left;
2071
2072 op->play_sound (sound_find ("push_player"));
2073 push_ob (mon, dir, op);
2074
2075 if (op->contr->tmp_invis || op->hide)
2076 make_visible (op);
2077
2078 return true;
2079 }
2080 else
2081 return false;
2082 }
2083
2117 /* in certain circumstances, you shouldn't attack friendly 2084 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2085 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2086 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2087 * attack them either.
2121 */ 2088 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2089 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2090 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2091 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2092 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2093 && !on_battleground))
2094 {
2095 if (op->speed_left > 0.f)
2096 {
2097 --op->speed_left;
2098
2099 if (!op->contr->braced)
2131 )) { 2100 {
2132 if (!op->contr->braced) { 2101 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2102 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2103 }
2135 } else { 2104 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2105 op->statusmsg ("You withhold your attack");
2106
2107 if (op->contr->tmp_invis || op->hide)
2108 make_visible (op);
2109
2110 return true;
2111 }
2137 } 2112 }
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 2113 /* 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. 2114 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2115 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2116 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2117 {
2118 if (op->speed_left > 0.f)
2119 {
2120 --op->speed_left;
2121
2145 recursive_roll(mon,dir,op); 2122 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2123 if (action_makes_visible (op))
2147 } 2124 make_visible (op);
2148 2125
2126 return true;
2127 }
2128 }
2149 /* Any generic living creature. Including things like doors. 2129 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2130 * 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: 2131 * 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 2132 * 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. 2133 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2134 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2135 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2136 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2137 {
2138 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2139 {
2140 --op->contr->weapon_sp_left;
2159 2141
2160 /* If the player hasn't hit something this tick, and does 2142 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 2143
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2144 if (action_makes_visible (op))
2145 make_visible (op);
2146
2147 return true;
2148 }
2169 } 2149 }
2170 2150
2171 skill_attack(mon, op, 0, NULL, NULL); 2151 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} 2152}
2189 2153
2154bool
2190int move_player(object *op,int dir) { 2155move_player (object *op, int dir)
2156{
2191 int pick; 2157 int pick;
2192 object *transport = op->contr->transport;
2193 2158
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2159 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; 2160 return 0;
2161
2162 /* Sanity check: make sure dir is valid */
2163 if ((dir < 0) || (dir >= 9))
2164 {
2165 LOG (llevError, "move_player: invalid direction %d\n", dir);
2166 return 0;
2167 }
2168
2169 /* peterm: added following line */
2170 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2171 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2172
2173 op->facing = dir;
2174
2175 if (op->hide)
2176 do_hidden_move (op);
2177
2178 bool retval;
2179
2180 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2181 retval = RESULT_INT (0);
2182 else if (op->contr->fire_on)
2183 retval = fire (op, dir);
2184 else
2185 {
2186 retval = move_player_attack (op, dir);
2187 pick = check_pick (op);
2188 }
2189
2190 /* Add special check for newcs players and fire on - this way, the
2191 * server can handle repeat firing.
2192 */
2193 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2194 op->direction = dir;
2195 else
2196 op->direction = 0;
2197
2198 /* Update how the player looks. Use the facing, so direction may
2199 * get reset to zero. This allows for full animation capabilities
2200 * for players.
2201 */
2202 animate_object (op, op->facing);
2203
2204 return retval;
2256} 2205}
2257 2206
2258/* This is similar to handle_player, below, but is only used by the 2207/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2208 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2209 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2210 * the new speed values for commands.
2262 * 2211 *
2263 * Returns true if there are more actions we can do. 2212 * Returns true if there are more actions we can do. Should not do
2213 * many actions in a row, as that would be too unfair to other
2214 * players.
2264 */ 2215 */
2216bool
2265int handle_newcs_player(object *op) 2217handle_newcs_player (object *op)
2266{ 2218{
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)) { 2219 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 } 2220 {
2221 if (op->speed_left > 0.f)
2222 {
2223 --op->speed_left;
2224 flee_player (op);
2291 2225
2292 /* I've been seeing crashes where the golem has been destroyed, but 2226 return true;
2293 * the player object still points to the defunct golem. The code that 2227 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2228 else
2295 * put this in a a workaround to clean up the golem pointer. 2229 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 } 2230 }
2303 2231
2304 /* call this here - we also will call this in do_ericserver, but 2232 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2233 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2234 * called, so we recheck it here.
2307 */ 2235 */
2308 HandleClient(&op->contr->socket, op->contr); 2236 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2237 return true;
2310 2238
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2239 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); 2240 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2241
2321 else return 0; 2242 return false;
2322 } 2243}
2244
2245int
2246save_life (object *op)
2247{
2248 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2249 return 0;
2324}
2325 2250
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) 2251 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2252 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2254 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2255 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2256
2338 if (op->contr) 2257 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2258 CLEAR_FLAG (op, FLAG_LIFESAVE);
2259
2343 if(op->stats.hp<0) 2260 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2261 op->stats.hp = op->stats.maxhp;
2262
2345 if(op->stats.food<0) 2263 if (op->stats.food < 0)
2346 op->stats.food = 999; 2264 op->stats.food = 999;
2347 fix_player(op); 2265
2266 op->update_stats ();
2348 return 1; 2267 return 1;
2349 } 2268 }
2269
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2270 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2272 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2273 return 0;
2354} 2274}
2355 2275
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2276/* 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 2277 * 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 2278 * function will descend into containers. op is the object to start the search
2359 * from. 2279 * from.
2360 */ 2280 */
2281static void
2361void remove_unpaid_objects(object *op, object *env) 2282drop_unpaid_items (object *op, object *env)
2362{ 2283{
2363 object *next;
2364
2365 while (op) { 2284 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2285 {
2367 * we remove object 'op' 2286 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2287
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2288 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2289 op->insert_at (env);
2371 op->x = env->x; 2290 else if (op->inv)
2372 op->y = env->y; 2291 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 2292
2293 op = next;
2294 }
2295}
2296
2297void
2298object::drop_unpaid_items ()
2299{
2300 if (!flag [FLAG_REMOVED])
2301 ::drop_unpaid_items (inv, this);
2302}
2382 2303
2383/* 2304/*
2384 * Returns pointer a static string containing gravestone text 2305 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2306 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2307 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2308 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2309 * but there isn't one in the server directory.
2389 */ 2310 */
2311const char *
2390char *gravestone_text (object *op) 2312gravestone_text (object *op)
2391{ 2313{
2314 static dynbuf_text buf;
2315
2316 buf << "---- R.I.P. ----\n\n"
2317 << op->name;
2318
2319 if (op->type == PLAYER)
2320 buf << " the " << op->contr->title;
2321
2322 buf << "\n\n";
2323
2324 buf << "who was level ";
2325 buf << (sint32)op->level << "\n\n" // OO breakdown
2326 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2327
2328 if (op->type == PLAYER)
2329 buf << "by " << op->contr->killer_name () << ".\n\n";
2330
2331 {
2392 static char buf2[MAX_BUF]; 2332 static char buf2[128];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2333 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)); 2334 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2335 buf << buf2;
2416 strcat (buf2, buf); 2336 }
2337
2417 return buf2; 2338 return buf;
2418} 2339}
2419 2340
2420 2341void
2421
2422void do_some_living(object *op) { 2342do_some_living (object *op)
2343{
2423 int last_food=op->stats.food; 2344 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2345 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2346 int over_hp, over_sp, over_grace;
2426 int i; 2347 int i;
2427 int rate_hp = 1200; 2348 int rate_hp = 1200;
2428 int rate_sp = 2500; 2349 int rate_sp = 2500;
2429 int rate_grace = 2000; 2350 int rate_grace = 2000;
2430 const int max_hp = 1; 2351 const int max_hp = 1;
2431 const int max_sp = 1; 2352 const int max_sp = 1;
2432 const int max_grace = 1; 2353 const int max_grace = 1;
2433 2354
2434 if (op->contr->outputs_sync) { 2355 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2356 {
2436 if (op->contr->outputs[i].buf!=NULL && 2357 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2358 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2359 * depending on the value of invisible, so we need to
2360 * alternate it here for it to work correctly.
2361 */
2362 if (pticks & 2)
2363 op->invisible--;
2439 } 2364 }
2365 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2366 {
2367 if (!op->invisible--)
2368 {
2369 make_visible (op);
2370 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2371 }
2372 }
2440 2373
2441 if(op->contr->state==ST_PLAYING) { 2374 if (op->contr->ns->state == ST_PLAYING)
2442 2375 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2376 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2377 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) 2378 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2379 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2380 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2381 {
2382 gen_hp = op->stats.maxhp;
2383 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2384 }
2385
2386 if (op->contr->gen_sp >= 0)
2387 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2388 else
2389 {
2390 gen_sp = op->stats.maxsp;
2391 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2392 }
2393
2394 if (op->contr->gen_grace >= 0)
2395 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2396 else
2397 {
2398 gen_grace = op->stats.maxgrace;
2399 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2400 }
2401
2402 /* Regenerate Grace */
2403 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2404 if (--op->last_grace < 0)
2405 {
2406 if (op->stats.grace < op->stats.maxgrace / 2)
2407 op->stats.grace++; /* no penalty in food for regaining grace */
2408
2409 if (max_grace > 1)
2410 {
2411 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2412 if (over_grace > 0)
2413 {
2414 op->stats.sp += over_grace
2415 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2416 op->last_grace = 0;
2417 }
2418 else
2419 {
2420 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2421 }
2422 }
2423 else
2424 {
2425 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2426 }
2427 /* wearing stuff doesn't detract from grace generation. */
2428 }
2429
2430 if (op->stats.food > 0)
2431 {
2432 /* Regenerate Spell Points */
2433 if (!op->contr->golem && --op->last_sp < 0)
2434 {
2435 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2436
2437 if (op->stats.sp < op->stats.maxsp)
2438 {
2439 op->stats.sp++;
2440
2441 /* dms do not consume food */
2442 if (!QUERY_FLAG (op, FLAG_WIZ))
2443 {
2444 op->stats.food--;
2445
2446 if (op->contr->digestion < 0)
2447 op->stats.food += op->contr->digestion;
2448 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food = last_food;
2450 }
2451 }
2452
2453 if (max_sp > 1)
2454 {
2455 over_sp = (gen_sp + 10) / rate_sp;
2456 if (over_sp > 0)
2457 {
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2461
2462 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2463 op->stats.sp--;
2464
2465 if (op->stats.sp > op->stats.maxsp)
2466 op->stats.sp = op->stats.maxsp;
2467 }
2468
2469 op->last_sp = 0;
2470 }
2471 else
2472 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2473 }
2474 else
2475 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if (--op->last_heal < 0)
2480 {
2481 if (op->stats.hp < op->stats.maxhp)
2482 {
2483 op->stats.hp++;
2484
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_hp > 1)
2498 {
2499 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2500
2501 if (over_hp > 0)
2502 {
2503 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2504 op->last_heal = 0;
2505 }
2506 else
2507 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2508 }
2509 else
2510 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2511 }
2512 }
2513
2514 /* Digestion */
2515 if (--op->last_eat < 0)
2516 {
2517 int bonus = max (0, op->contr->digestion),
2518 penalty = max (0, -op->contr->digestion);
2519
2520 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2521
2561 /* dms do not consume food */ 2522 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2524 op->stats.food--;
2564 } 2525 }
2565 2526
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2527 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2528 {
2529 object *flesh = 0;
2568 2530
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2531 for_inv_removable (op, tmp)
2532 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2533 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2534 continue;
2535
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2536 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2537 {
2573 manual_apply(op,tmp,0); 2538 op->statusmsg ("You blindly grab for a bite of food. "
2539 "H<To prevent you from starving, you ate some random item from your backpack.>");
2540 manual_apply (op, tmp, 0);
2541
2574 if(op->stats.food>=0||op->stats.hp<0) 2542 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2543 break;
2576 } 2544 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2545 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2546 flesh = tmp;
2579 } /* end of for loop */ 2547 }
2548
2580 /* If player is still starving, it means they don't have any food, so 2549 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2550 * eat flesh instead.
2582 */ 2551 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2552 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2553 {
2554 op->statusmsg ("You blindly grab for a bite of food. "
2555 "H<To prevent you from starving, you ate some random item from your backpack.>");
2585 manual_apply(op,flesh,0); 2556 manual_apply (op, flesh, 0);
2586 } 2557 }
2587 } /* end if player is starving */
2588 2558
2589 while(op->stats.food<0&&op->stats.hp>0) 2559 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2560 if (op->stats.food < 0)
2591 2561 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2562 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2563 }
2564
2565 if (op->stats.food < 0)
2566 {
2567 op->stats.hp += op->stats.food;
2568 op->stats.food = 0;
2569
2570 if (op->stats.hp < 0)
2571 {
2572 op->contr->killer = archetype::get ("killer_starvation");
2573 op->contr->killer->destroy ();
2574 }
2575 }
2576
2577 /* killer should be set here already */
2578 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2579 kill_player (op);
2580 }
2581}
2597 2582
2598/* If the player should die (lack of hp, food, etc), we call this. 2583/* 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 2584 * 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 2585 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2586 * file.
2602 */ 2587 */
2588void
2603void kill_player(object *op) 2589kill_player (object *op)
2604{ 2590{
2591 int x, y;
2605 char buf[MAX_BUF]; 2592 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2593 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; 2594 int will_kill_again;
2614 archetype *at; 2595 archetype *at;
2615 object *tmp; 2596 object *tmp;
2616 2597
2617 if(save_life(op)) 2598 if (save_life (op))
2618 return; 2599 return;
2619 2600
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2601 /* 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. 2602 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2603 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2604 */
2625 if (op_on_battleground(op, &x, &y)) { 2605 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2606 {
2627 "You have been defeated in combat!"); 2607 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, 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2609
2630
2631 /* restore player */ 2610 /* restore player */
2632 at = find_archetype("poisoning"); 2611 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2612 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2613 {
2635 remove_ob(tmp); 2614 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2615 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2616 }
2639 2617
2640 at = find_archetype("confusion"); 2618 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2619 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2620 {
2643 remove_ob(tmp); 2621 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2622 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2623 }
2647 2624
2648 cure_disease(op,0); /* remove any disease */ 2625 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2626 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2627 if (op->stats.food <= 0)
2651 2628 op->stats.food = 999;
2629
2652 /* create a bodypart-trophy to make the winner happy */ 2630 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2631 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2632 {
2633 tmp->name = format ("%s's finger" , &op->name);
2634 tmp->name_pl = format ("%s's fingers", &op->name);
2635 tmp->msg = format (
2636 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2637 &op->name, op->contr->title,
2638 (int)op->level,
2639 op->contr->killer_name ()
2640 );
2641 tmp->value = 0, tmp->type = 0;
2642 tmp->materialname = "organics";
2643 tmp->insert_at (op, tmp);
2655 { 2644 }
2656 sprintf(buf,"%s's finger",op->name); 2645
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*/ 2646 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2647 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2648 op->contr->braced = 0;
2672 return; 2649 return;
2673 } 2650 }
2674 2651
2675 INVOKE_PLAYER (DEATH, op->contr); 2652 INVOKE_PLAYER (DEATH, op->contr);
2676 2653
2677 command_kill_pets (op, 0); 2654 command_kill_pets (op, 0);
2678 2655
2679 if(op->stats.food<0) { 2656 op->contr->play_sound (sound_find ("player_dies"));
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 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2657
2700 /* save the map location for corpse, gravestone*/ 2658 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2659 x = op->x;
2660 y = op->y;
2661 map = op->map;
2702 2662
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2663 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2664 * 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. 2665 * See the config.h file for a little more in depth detail about this.
2708 */ 2666 */
2709 2667
2710 /* Basically two ways to go - remove a stat permanently, or just 2668 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2669 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2670 * of death.
2713 */ 2671 */
2714#ifndef COZY_SERVER 2672#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2673 if (settings.balanced_stat_loss)
2674 {
2716 /* If stat loss is permanent, lose one stat only. */ 2675 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2676 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2677 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2678 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2679 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2680 little bit harder. */
2722 /* GD */ 2681 /* GD */
2723 if (settings.stat_loss_on_death) 2682 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2683 num_stats_lose = 1;
2725 else 2684 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2685 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2686 }
2687 else
2728 num_stats_lose = 1; 2688 num_stats_lose = 1;
2729 } 2689
2730 lost_a_stat = 0; 2690 lost_a_stat = 0;
2731 2691
2732 for (z=0; z<num_stats_lose; z++) { 2692 for (z = 0; z < num_stats_lose; z++)
2693 {
2733 i = RANDOM() % NUM_STATS; 2694 i = RANDOM () % NUM_STATS;
2734 2695
2735 if (settings.stat_loss_on_death) { 2696 if (settings.stat_loss_on_death)
2697 {
2736 /* Pick a random stat and take a point off it. Tell the player 2698 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2699 * what he lost.
2738 */ 2700 */
2739 change_attr_value(&(op->stats), i,-1); 2701 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2702 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2703 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2704 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2705 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2706 lost_a_stat = 1;
2745 } else { 2707 }
2708 else
2709 {
2746 /* deplete a stat */ 2710 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2711 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2712 object *dep;
2713
2714 dep = present_arch_in_ob (deparch, op);
2715 if (!dep)
2749 2716 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2717 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2718 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 2719 }
2783 if (lose_this_stat) { 2720 lose_this_stat = 1;
2721 if (settings.balanced_stat_loss)
2722 {
2723 /* GD */
2724 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2725 this_stat = get_attr_value (&(dep->stats), i);
2726 if (this_stat < 0)
2727 {
2728 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2729 int keep_chance = this_stat * this_stat;
2730
2731 /* Yes, I am paranoid. Sue me. */
2732 if (keep_chance < 1)
2733 keep_chance = 1;
2734
2735 /* There is a maximum depletion total per level. */
2736 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2737 {
2738 lose_this_stat = 0;
2739 /* Take loss chance vs keep chance to see if we
2740 retain the stat. */
2741 }
2742 else
2743 {
2744 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2745 lose_this_stat = 0;
2746 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2747 this_stat, keep_chance, loss_chance,
2748 lose_this_stat?"LOSE":"KEEP"); */
2749 }
2750 }
2751 }
2752
2753 if (lose_this_stat)
2754 {
2755 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2756 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2757 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2758 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2759 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2760 * difference.
2790 */ 2761 */
2791 if (this_stat>=-50) { 2762 if (this_stat >= -50)
2763 {
2792 change_attr_value(&(dep->stats), i, -1); 2764 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2765 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2766 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2767 op->update_stats ();
2796 lost_a_stat = 1; 2768 lost_a_stat = 1;
2797 } 2769 }
2798 } 2770 }
2771 }
2799 } 2772 }
2800 } 2773
2801 /* If no stat lost, tell the player. */ 2774 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2775 if (!lost_a_stat)
2803 { 2776 {
2804 /* determine_god() seems to not work sometimes... why is this? 2777 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2778 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2779 const char *god = determine_god (op);
2780
2807 if (god && (strcmp(god, "none"))) 2781 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2782 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" 2783 else
2810 " you.", god); 2784 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 } 2785 }
2786#else
2787 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2815#endif 2788#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 2789
2819 /* Put a gravestone up where the character 'almost' died. List the 2790 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2791 * exp loss on the stone.
2821 */ 2792 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2793 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2794 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2795 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2796 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2797 &op->name, op->contr->title, op->contr->killer_name ());
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n"
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; 2798 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2800
2836 /**************************************/ 2801 /**************************************/
2837 /* */ 2802 /* */
2838 /* Subtract the experience points, */ 2803 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2804 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2805 /* food, and reset HP's... */
2841 /* */ 2806 /* */
2842 /**************************************/ 2807 /**************************************/
2843 2808
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2809 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2810 /* restore player */
2846 at = find_archetype("poisoning"); 2811 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2812 tmp = present_arch_in_ob (at, op);
2813
2848 if (tmp) { 2814 if (tmp)
2849 remove_ob(tmp); 2815 {
2850 free_object(tmp); 2816 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2818 }
2853 2819
2854 at = find_archetype("confusion"); 2820 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2821 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2822 if (tmp)
2857 remove_ob(tmp); 2823 {
2858 free_object(tmp); 2824 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2826 }
2827
2861 cure_disease(op,0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2862 2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
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
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2866 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2851
2870 /* 2852 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2853 * 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 2854 * and put them back in the map.
2873 * in the map. 2855 */
2874 */ 2856 op->drop_unpaid_items ();
2875 2857
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 /****************************************/ 2858 /****************************************/
2885 /* */ 2859 /* */
2886 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2888 /* */ 2862 /* */
2889 /****************************************/ 2863 /****************************************/
2890 2864
2891 enter_player_savebed(op); 2865 enter_player_savebed (op);
2892 2866
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2867 op->contr->braced = 0;
2897 save_player(op,1);
2898 2868
2899 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2872 * on the space that might harm the player.
2903 */ 2873 */
2904 will_kill_again=0; 2874 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2876 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2877 will_kill_again |= tmp->attacktype;
2908 } 2878
2909 if (will_kill_again) { 2879 if (will_kill_again)
2880 {
2910 object *force; 2881 object *force;
2911 int at; 2882 int at;
2912 2883
2913 force=get_archetype(FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2886 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2887 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2889 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2891 force->resist[at] = 100;
2921 } 2892
2922 insert_ob_in_ob(force, op); 2893 insert_ob_in_ob (force, op);
2923 fix_player(op); 2894 op->update_stats ();
2924 2895 }
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2896
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2897 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} 2898}
2999 2899
3000 2900void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2901loot_object (object *op)
2902{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2903 object *tmp, *tmp2, *next;
3003 2904
3004 if (op->container) { /* close open sack first */ 2905 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2906
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2907 for (tmp = op->inv; tmp; tmp = next)
2908 {
3009 next=tmp->below; 2909 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2910
3011 remove_ob(tmp); 2911 if (tmp->invisible)
2912 continue;
2913
2914 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2915 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2916
3014 loot_object(tmp); 2917 if (tmp->type == CONTAINER)
3015 } 2918 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2919
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2921 {
3018 if(tmp->nrof>1) { 2922 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2923 {
3020 free_object(tmp2); 2924 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2925 insert_ob_in_map (tmp, op->map, NULL, 0);
2926 }
2927 else
2928 tmp->destroy ();
2929 }
3022 } else 2930 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2932 }
3027} 2933}
3028 2934
3029/* 2935/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2936 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2937 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2938 * was changed.
3033 */ 2939 */
3034 2940void
3035void fix_weight(void) { 2941fix_weight (void)
3036 player *pl; 2942{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2943 for_all_players (pl)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2944 {
3039 if(old == sum) 2945 sint32 old = pl->ob->carrying;
3040 continue; 2946
3041 fix_player(pl->ob); 2947 pl->ob->update_weight ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948
3043 pl->ob->name, old, sum); 2949 if (old != pl->ob->carrying)
2950 {
2951 pl->ob->update_stats ();
2952 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953 }
3044 } 2954 }
3045} 2955}
3046 2956
2957void
3047void fix_luck(void) { 2958fix_luck (void)
3048 player *pl; 2959{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2960 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2961 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2962 pl->ob->change_luck (0);
3052} 2963}
3053
3054 2964
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2965/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2966 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2967 * just treat this as any other spell casting object.
3058 */ 2968 */
3059
3060void 2969void
3061cast_dust (object * op, object * throw_ob, int dir) 2970cast_dust (object *op, object *throw_ob, int dir)
3062{ 2971{
3063 object *skop, *spob; 2972 object *skop, *spob;
3064 2973
3065 skop = find_skill_by_name (op, throw_ob->skill); 2974 skop = find_skill_by_name (op, throw_ob->skill);
3066 2975
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2976 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2977 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2978 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2979 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2980 return;
3073 } 2981 }
3074 2982
3075 spob = throw_ob->inv; 2983 spob = throw_ob->inv;
3076 2984
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2985 // 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 2986 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2987 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2988 if (!spob)
3081 { 2989 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2990 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; 2991 return;
3085 } 2992 }
3086 2993
3087 if (op->type == PLAYER) 2994 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2995 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2996
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2997 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2998
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2999 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3000}
3096 3001
3002void
3097void make_visible (object *op) { 3003make_visible (object *op)
3004{
3098 op->hide = 0; 3005 op->hide = 0;
3099 op->invisible = 0; 3006 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 3007
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) 3008 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3009 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3010 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3011 op->contr->invis_race = 0;
3012 }
3013
3014 update_object (op, UP_OBJ_CHANGE);
3015}
3016
3017int
3018is_true_undead (object *op)
3019{
3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3021 return 1;
3022
3116 return 0; 3023 return 0;
3117} 3024}
3118 3025
3119/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3028 * indicate greater hideability.
3122 */ 3029 */
3123 3030int
3124int hideability(object *ob) { 3031hideability (object *ob)
3032{
3125 int i,level=0, mflag; 3033 int i, level = 0, mflag;
3126 sint16 x,y; 3034 sint16 x, y;
3127 3035
3128 if(!ob||!ob->map) return 0; 3036 if (!ob || !ob->map)
3037 return 0;
3129 3038
3130 /* so, on normal lighted maps, its hard to hide */ 3039 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3040 level = ob->map->darkness - 2;
3132 3041
3133 /* this also picks up whether the object is glowing. 3042 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3043 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3044 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3045 if (has_carried_lights (ob))
3046 level = -(10 + (2 * ob->map->darkness));
3137 3047
3138 /* scan through all nearby squares for terrain to hide in */ 3048 /* 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]) { 3049 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3052 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3054 if (mflag & P_OUT_OF_MAP)
3055 continue;
3056
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3057 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3058 level += 2;
3144 else /* open terrain! */ 3059 else /* open terrain! */
3145 level -= 1; 3060 level -= 1;
3146 } 3061 }
3147 3062
3148#if 0 3063#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3064 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3065#endif
3151 return level; 3066 return level;
3152} 3067}
3153 3068
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3069/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3070 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3071 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3072 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3073 */
3159 3074void
3160void do_hidden_move (object *op) { 3075do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3076{
3162 object *skop; 3077 int hide = 0;
3163 3078
3164 if(!op || !op->map) return; 3079 if (!op || !op->map)
3080 return;
3165 3081
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3082 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3083 int num = random_roll (0, 19, op, PREFER_LOW);
3167 3084
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3085 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3086 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3087 if (!skop || num >= skop->level)
3088 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3089 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3090 make_visible (op);
3173 return; 3091 return;
3174 } else num += 20;
3175 } 3092 }
3093 else
3094 num += 20;
3095
3176 num += op->map->difficulty; 3096 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3097 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3098 num -= hide;
3099
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3100 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3101 {
3180 make_visible(op); 3102 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3103
3182 "You moved out of hiding! You are visible!"); 3104 if (op->type == PLAYER)
3105 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3106 }
3184 else if (op->type == PLAYER && skop) { 3107 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3108 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3109}
3188 3110
3189/* determine if who is standing near a hostile creature. */ 3111/* determine if who is standing near a hostile creature. */
3190 3112
3113int
3191int stand_near_hostile( object *who ) { 3114stand_near_hostile (object *who)
3115{
3192 object *tmp=NULL; 3116 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3117 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3118 maptile *m;
3195 sint16 x,y; 3119 sint16 x, y;
3196 3120
3197 if(!who) return 0; 3121 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; 3122 return 0;
3123
3124 if (who->type == PLAYER)
3125 player = 1;
3126
3127 else
3128 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3129
3130 /* search adjacent squares */
3131 for (i = 1; i < 9; i++)
3132 {
3133 x = who->x + freearr_x[i];
3134 y = who->y + freearr_y[i];
3135 m = who->map;
3136 mflags = get_map_flags (m, &m, x, y, &x, &y);
3137 /* space must be blocked if there is a monster. If not
3138 * blocked, don't need to check this space.
3139 */
3140 if (mflags & P_OUT_OF_MAP)
3141 continue;
3142 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3143 continue;
3144
3145 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3146 {
3147 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3148 return 1;
3149 else if (tmp->type == PLAYER)
3150 {
3151 /*don't let a hidden DM prevent you from hiding */
3152 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3153 return 1;
3154 }
3155 }
3156 }
3157 return 0;
3227} 3158}
3228 3159
3229/* check the player los field for viewability of the 3160/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3161 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3162 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3163 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3164 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3165 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3166 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3167 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3168 * 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. 3169 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3170 * -b.t.
3240 * This function is now map tiling safe. 3171 * This function is now map tiling safe.
3241 */ 3172 */
3242 3173int
3243int player_can_view (object *pl,object *op) { 3174player_can_view (object *pl, object *op)
3175{
3244 rv_vector rv; 3176 rv_vector rv;
3245 int dx,dy; 3177 int dx, dy;
3246 3178
3247 if(pl->type!=PLAYER) { 3179 if (pl->type != PLAYER)
3180 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3181 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; 3182 return -1;
3274 op = op->more;
3275 } 3183 }
3184
3185 if (!pl || !op)
3276 return 0; 3186 return 0;
3187
3188 op = op->head_ ();
3189
3190 get_rangevector (pl, op, &rv, 0x1);
3191
3192 /* starting with the 'head' part, lets loop
3193 * through the object and find if it has any
3194 * part that is in the los array but isn't on
3195 * a blocked los square.
3196 * we use the archetype to figure out offsets.
3197 */
3198 while (op)
3199 {
3200 dx = rv.distance_x + op->arch->x;
3201 dy = rv.distance_y + op->arch->y;
3202
3203 /* only the viewable area the player sees is updated by LOS
3204 * code, so we need to restrict ourselves to that range of values
3205 * for any meaningful values.
3206 */
3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3210 return 1;
3211
3212 op = op->more;
3213 }
3214
3215 return 0;
3277} 3216}
3278 3217
3279/* routine for both players and monsters. We call this when 3218/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3219 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3220 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3221 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3222 * return 0.
3284 */ 3223 */
3224int
3285int action_makes_visible (object *op) { 3225action_makes_visible (object *op)
3286 3226{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3228 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3230 return 0;
3290 3231
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3232 if (op->contr && op->contr->tmp_invis == 0)
3233 return 0;
3292 3234
3293 /* If monsters, they should become visible */ 3235 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3236 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3237 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3239 return 1;
3297 } 3240 }
3298 } 3241 }
3242
3299 return 0; 3243 return 0;
3300} 3244}
3301 3245
3302/* op_on_battleground - checks if the given object op (usually 3246/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3247 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3248 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3249 * -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 3250 * 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 3251 * 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 3252 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3253 */
3254int
3310int op_on_battleground (object *op, int *x, int *y) { 3255op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3256{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3257 /* 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), 3258 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3259 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3260 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3261 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3262 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3263 for (object *tmp = op->below; tmp; tmp = tmp->below)
3264 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3266 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3268 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3269 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp))
3271 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3272 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3274 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3276 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3278 {
3279 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281
3282 return 1;
3283 }
3284 }
3285 }
3286
3287 if (x && y)
3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289
3332 return 1; 3290 return 1;
3333 } 3291 }
3334 } 3292 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3293 }
3340 } 3294
3341 }
3342 /* If we got here, did not find a battleground */ 3295 /* If we got here, did not find a battleground */
3343 return 0; 3296 return 0;
3344} 3297}
3345 3298
3346/* 3299/*
3350 * attributes: 3303 * attributes:
3351 * object *who the dragon player 3304 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3305 * int atnr the attack-number of the ability focus
3353 * int level ability level 3306 * int level ability level
3354 */ 3307 */
3308void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3309dragon_ability_gain (object *who, int atnr, int level)
3310{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3311 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3312 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3313 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3314 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3315 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3316 int i = 0, j = 0;
3362 3317
3363 /* get the appropriate treasurelist */ 3318 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3319 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3320 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3321 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3322 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3323 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3324 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3325 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3326 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3327
3373 if (trlist == NULL || who->type != PLAYER) 3328 if (trlist == NULL || who->type != PLAYER)
3374 return; 3329 return;
3375 3330
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3331 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3332
3378 3333 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3334 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3335 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3336 return;
3382 } 3337 }
3383 3338
3384 /* everything seems okay - now bring on the gift: */ 3339 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3340 item = tr->item;
3386 3341
3387 if (item->type == SPELL) { 3342 if (item->type == SPELL)
3343 {
3388 if (check_spell_known (who, item->name)) 3344 if (check_spell_known (who, item->name))
3389 return; 3345 return;
3390 3346
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3347 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); 3348 do_learn_spell (who, item, 0);
3393 return; 3349 return;
3394 } 3350 }
3395 3351
3396 /* grant direct spell */ 3352 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3353 if (item->type == SPELLBOOK)
3354 {
3398 if (!item->inv) { 3355 if (!item->inv)
3356 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3357 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3358 return;
3402 } 3359 }
3403 if (check_spell_known (who, item->inv->name)) 3360 if (check_spell_known (who, item->inv->name))
3404 return; 3361 return;
3405 if (item->invisible) { 3362 if (item->invisible)
3363 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3364 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); 3365 do_learn_spell (who, item->inv, 0);
3408 return; 3366 return;
3409 } 3367 }
3410 } 3368 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3369 else if (item->type == SKILL_TOOL && item->invisible)
3370 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3371 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3372 {
3413 3373
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3374 /* 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 3375 * 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, 3376 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3377 * but not all of them, he gets nothing.
3418 */ 3378 */
3419 if (!(skop->attacktype & item->attacktype)) { 3379 if (!(skop->attacktype & item->attacktype))
3380 {
3420 /* Give new attacktype */ 3381 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3382 skop->attacktype |= item->attacktype;
3422 3383
3423 /* always add physical if there's none */ 3384 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3385 skop->attacktype |= AT_PHYSICAL;
3425 3386
3426 if (item->msg != NULL) 3387 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3388 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3389
3429 /* Give player new face */ 3390 /* Give player new face */
3430 if (item->animation_id) { 3391 if (item->animation_id)
3392 {
3431 who->face = skop->face; 3393 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3394 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3395 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3396 who->last_anim = 0;
3435 who->state = 0; 3397 who->state = 0;
3436 animate_object(who, who->direction); 3398 animate_object (who, who->direction);
3437 } 3399 }
3400 }
3401 }
3438 } 3402 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3403 else if (item->type == FORCE)
3404 {
3442 /* forces in the treasurelist can alter the player's stats */ 3405 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3406 object *skin;
3407
3444 /* first get the dragon skin force */ 3408 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3409 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3410 ;
3447 if (skin == NULL) return; 3411
3448 3412 if (!skin)
3413 return;
3414
3449 /* adding new spellpath attunements */ 3415 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3416 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3417 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3418 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3419
3453 /* print message */ 3420 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3421 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3422 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3423 {
3457 if (j) 3424 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3425 {
3459 else 3426 if (j)
3460 j = 1; 3427 strcat (buf, " and ");
3428 else
3429 j = 1;
3461 strcat(buf, spellpathnames[i]); 3430 strcat (buf, spellpathnames[i]);
3462 } 3431 }
3463 } 3432 }
3464 strcat(buf,"."); 3433 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3434 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3435 }
3467 3436
3468 /* evtl. adding flags: */ 3437 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3438 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3439 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3440 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3441 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3442 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3443 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3444
3476 /* print message if there is one */ 3445 /* print message if there is one */
3477 if (item->msg != NULL) 3446 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448 }
3449 else
3479 } 3450 {
3480 else {
3481 /* generate misc. treasure */ 3451 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3452 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3453 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); 3454 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3455 }
3488} 3456}
3489 3457
3490/** 3458/**
3491 * Unready an object for a player. This function does nothing if the object was 3459 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3460 * not readied.
3493 */ 3461 */
3462void
3494void player_unready_range_ob(player *pl, object *ob) { 3463player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3464{
3465 if (pl->ob->current_weapon == ob)
3466 pl->ob->current_weapon = 0;
3496 3467
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3468 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3469 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3470
3500 if (pl->shoottype == i) { 3471 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3472 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3473}
3474
3475sint8
3476player::visibility_at (maptile *map, int x, int y) const
3477{
3478 if (!ns)
3479 return 0;
3480
3481 int dx, dy;
3482 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483 return 0;
3484
3485 x += dx - ns->current_x + ns->mapx / 2;
3486 y += dy - ns->current_y + ns->mapy / 2;
3487
3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489 return 0;
3490
3491 return 100 - blocked_los [x][y];
3492}
3493
3494void
3495player::infobox (const char *title, const char *msg, int color)
3496{
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498}
3499
3500void
3501player::statusmsg (const char *msg, int color)
3502{
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504}
3505
3506void
3507player::failmsg (const char *msg, int color)
3508{
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511}
3512

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