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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 1.214 by root, Sat Dec 27 02:31:19 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 ();
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;
934 }
935
936 if (!op->enemy)
1121 } 937 {
1122
1123 if(op->enemy==NULL) {
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
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 {
1140 op->enemy=NULL; 945 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 947 return;
1143 } 948 }
949
1144 get_rangevector(op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1145 951
1146 dir=absdir(4+rv.direction); 952 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 953 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 } 954 {
955 int m = 1 - rndm (2) * 2;
956
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
958 return;
959 }
960
1154 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 963 op->enemy = NULL;
1157} 964}
1158
1159 965
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* 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 967 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 968 * stop.
1163 */ 969 */
970int
1164int check_pick(object *op) { 971check_pick (object *op)
972{
1165 object *tmp, *next; 973 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 974 int stop = 0;
1168 int j, k, wvratio; 975 int wvratio;
1169 char putstring[128], tmpstr[16]; 976 char putstring[128];
1170
1171 977
1172 /* if you're flying, you cna't pick up anything */ 978 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1174 return 1; 980 return 1;
1175 981
1176 op_tag = op->count;
1177
1178 next = op->below; 982 next = op->below;
1179 if (next) 983
1180 next_tag = next->count; 984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 986
1182 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 988 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 989 while (next && !next->destroyed ())
1185 { 990 {
1186 tmp = next; 991 tmp = next;
1187 next = tmp->below; 992 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 993
1191 if (was_destroyed (op, op_tag)) 994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1000 if (op->destroyed ())
1192 return 0; 1001 return 0;
1193 1002
1194 if ( ! can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1195 continue; 1004 continue;
1196 1005
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1007 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1201 continue; 1011 continue;
1202 } 1012 }
1203 1013
1204 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1015 if (!(op->contr->mode & PU_NEWMODE))
1016 {
1206 switch (op->contr->mode) { 1017 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1018 {
1208 case 1: pick_up (op, tmp); 1019 case 0:
1209 return 1; 1020 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1021 case 1:
1211 return 0; 1022 CHK_PICK_PICKUP;
1212 case 3: return 0; /* stop before pickup */ 1023 return 1;
1213 case 4: pick_up (op, tmp); 1024 case 2:
1214 break; 1025 CHK_PICK_PICKUP;
1215 case 5: pick_up (op, tmp); 1026 return 0;
1216 stop = 1; 1027 case 3:
1217 break; 1028 return 0; /* stop before pickup */
1218 case 6: 1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp); 1039 CHK_PICK_PICKUP;
1222 break; 1040 break;
1223 1041
1224 case 7: 1042 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1044 CHK_PICK_PICKUP;
1227 break; 1045 break;
1228 1046
1229 default: 1047 default:
1230 /* use value density */ 1048 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1051 CHK_PICK_PICKUP;
1234 >= op->contr->mode) 1052 }
1235 pick_up(op,tmp); 1053 }
1236 } 1054 else
1237 } 1055 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1057 if (op->contr->mode & PU_DEBUG)
1241 { 1058 {
1242 /* some debugging code to figure out item information */ 1059 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1060 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1062 &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)))); 1063 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1065 &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)))); 1066
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1252 1069
1253 sprintf(putstring,"...flags: "); 1070 /* philosophy:
1254 for(k=0;k<4;k++) 1071 * It's easy to grab an item type from a pile, as long as it's
1255 { 1072 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1073 * and selections, select-items should be used. This is a
1257 { 1074 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1075 * example.
1259 { 1076 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1077 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1078 * convert to decimal and then 'pickup <#>
1262 } 1079 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue;
1106
1107 /* ignore known cursed objects */
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1109 continue;
1110
1111 /* all food and drink if desired */
1112 /* question: don't pick up known-poisonous stuff? */
1113 if (op->contr->mode & PU_FOOD)
1114 if (tmp->type == FOOD)
1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1119
1120 if (op->contr->mode & PU_DRINK)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_POTION)
1128 if (tmp->type == POTION)
1129 {
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL)
1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 {
1174 if (tmp->type == MONEY || tmp->type == GEM)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1267#if 0 1306#if 0
1268 /* print the flags too */ 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1308 if (tmp->name != NULL)
1270 { 1309 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1310 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1311 }
1273 { 1312 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1315 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 1316#endif
1317 continue;
1318 }
1319 }
1320 } /* the new pickup model */
1280 } 1321 }
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 1322
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; 1323 return !stop;
1444} 1324}
1445 1325
1446/* 1326/*
1447 * Find an arrow in the inventory and after that 1327 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1328 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1329 * found object is returned.
1450 */ 1330 */
1331object *
1451object *find_arrow(object *op, const char *type) 1332find_arrow (object *op, const char *type)
1452{ 1333{
1453 object *tmp = NULL; 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1454 1337
1455 for(op=op->inv; op; op=op->below) 1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1340 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1341 {
1459 else if (op->type==ARROW && op->race==type) 1342 splay (tmp);
1343 return arrow;
1344 }
1345
1460 return op; 1346 return 0;
1461 return tmp;
1462} 1347}
1463 1348
1464/* 1349/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * 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 1351 * 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 1352 * 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. 1353 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1354 */
1470 1355object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1356find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1357{
1473 object *tmp = NULL, *arrow, *ntmp; 1358 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1359 int attacknum, attacktype, betterby = 0, i;
1475 1360
1476 if (!type) 1361 if (!type)
1477 return NULL; 1362 return NULL;
1478 1363
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1364 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1365 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1366 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1367 {
1368 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1369 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1370 if (i > betterby)
1485 tmp = ntmp; 1371 {
1486 betterby = i; 1372 tmp = ntmp;
1487 } 1373 betterby = i;
1374 }
1375 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1376 else if (arrow->type == ARROW && arrow->race == type)
1377 {
1489 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1380 {
1492 if (arrow->attacktype & AT_DEATH) { 1381 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1382 {
1494 return arrow; 1383 *better = 100;
1495 } else { 1384 return arrow;
1496 tmp = arrow; 1385 }
1386 else
1387 {
1388 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1389 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1390 }
1499 } else { 1391 }
1392 else
1393 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1395 {
1501 attacktype = 1<<attacknum; 1396 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1399 {
1400 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1402 }
1507 } 1403 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1405 {
1406 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1407 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1408 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1410 {
1411 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1413 }
1414 }
1415 }
1516 } 1416 }
1517 } 1417
1518 }
1519 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1419 return find_arrow (op, type);
1521 1420
1522 *better = betterby; 1421 *better = betterby;
1523 return tmp; 1422 return tmp;
1524} 1423}
1525 1424
1526/* looks in a given direction, finds the first valid target, and calls 1425/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1426 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1427 * op = the shooter
1529 * type = bow->race 1428 * type = bow->race
1530 * dir = fire direction 1429 * dir = fire direction
1531 */ 1430 */
1532 1431object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1432pick_arrow_target (object *op, const char *type, int dir)
1534{ 1433{
1535 object *tmp = NULL; 1434 object *tmp = NULL;
1536 mapstruct *m; 1435 maptile *m;
1537 int i, mflags, found, number; 1436 int i, mflags, found, number;
1538 sint16 x, y; 1437 sint16 x, y;
1539 1438
1540 if (op->map == NULL) 1439 if (op->map == NULL)
1541 return find_arrow(op, type); 1440 return find_arrow (op, type);
1542 1441
1543 /* do a dex check */ 1442 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1443 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))) 1444 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1445 return find_arrow (op, type);
1547 1446
1548 m = op->map; 1447 m = op->map;
1549 x = op->x; 1448 x = op->x;
1550 y = op->y; 1449 y = op->y;
1551 1450
1552 /* find the first target */ 1451 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1452 for (i = 0, found = 0; i < 20; i++)
1453 {
1554 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1459 {
1559 break; 1460 tmp = 0;
1461 break;
1462 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1464 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1563 */ 1467 */
1564 tmp = NULL; 1468 tmp = 0;
1565 break; 1469 break;
1566 } 1470 }
1471
1567 if (mflags & P_IS_ALIVE) { 1472 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1475 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1476 }
1577 if (tmp == NULL) 1477
1478 if (!tmp)
1578 return find_arrow(op, type); 1479 return find_arrow (op, type);
1579 1480
1580 if (tmp->head) 1481 if (tmp->head)
1581 tmp = tmp->head; 1482 tmp = tmp->head;
1582 1483
1583 return find_better_arrow(op, tmp, type, &i); 1484 return find_better_arrow (op, tmp, type, &i);
1584} 1485}
1585 1486
1586/* 1487/*
1587 * Creature fires a bow - op can be monster or player. Returns 1488 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1489 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1492 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1493 * 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 1494 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1495 * player fire modes.
1595 */ 1496 */
1497int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1498fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1499{
1599 object *left, *bow; 1500 object *left, *bow;
1600 tag_t left_tag, tag; 1501 int mflags;
1601 int bowspeed, mflags; 1502 maptile *m;
1602 mapstruct *m;
1603 1503
1604 if (!dir) { 1504 if (!dir)
1505 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1507 return 0;
1508 }
1509
1510 if (op->contr)
1511 bow = op->current_weapon;
1512 else
1607 } 1513 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1514 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1515 /* 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. 1516 * don't need to switch back and forth between bows and weapons.
1614 */ 1517 */
1615 if(bow->type==BOW) 1518 if (bow->type == BOW)
1616 break; 1519 break;
1617 1520
1618 if (!bow) { 1521 if (!bow)
1522 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1524 return 0;
1621 } 1525 }
1526
1527 // optimisation: move object to top so we will find it quickly again
1528 if (bow->below)
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1622 } 1533 }
1534
1623 if( !bow->race || !bow->skill) { 1535 if (!bow->race || !bow->skill)
1536 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1538 return 0;
1626 } 1539 }
1627 1540
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) { 1541 if (arrow == NULL)
1542 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1543 if ((arrow = find_arrow (op, bow->race)) == NULL)
1544 {
1638 if (op->type == PLAYER) 1545 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1546 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 */ 1547 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1548 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1549 CLEAR_FLAG (op, FLAG_READY_BOW);
1550
1644 return 0; 1551 return 0;
1645 } 1552 }
1646 } 1553 }
1554
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1555 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1556 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1557 return 0;
1650 } 1558
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1559 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1560 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1561 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1562 return 0;
1654 } 1563 }
1655 1564
1656 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1566 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1569 arrow->destroy ();
1570 return 0;
1571 }
1662 1572
1663 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1574 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1575 if (!arrow)
1666 if (arrow == NULL) { 1576 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1578 return 0;
1669 return 0;
1670 } 1579 }
1671 set_owner(arrow, op); 1580
1672 if (arrow->skill) free_string(arrow->skill); 1581 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1582 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1583 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1584
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 */ 1585 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1586 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1587 arrow->stats.grace = arrow->attacktype;
1588
1688 if (arrow->slaying != NULL) 1589 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1590 arrow->spellarg = strdup (arrow->slaying);
1690 1591
1691 /* Note that this was different for monsters - they got their level 1592#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1593 if (player *pl = op->contr)
1693 */
1694 1594 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1595 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1596
1597 /* penalize ROF for bestarrow */
1598 if (pl->bowtype == bow_bestarrow)
1599 speed *= .9f;
1600 else
1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1602
1603 op->speed_left += speed - op->speed;
1604 }
1605#endif
1606
1607 SET_ANIMATION (arrow, arrow->direction);
1608
1699 /* update the speed */ 1609 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 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]) + 1611 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1612
1705 if (arrow->speed < 1.0) 1613 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1614 arrow->speed_left = 0;
1709 1615
1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1617
1710 if (op->type == PLAYER) { 1618 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1619 {
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; 1620 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1621 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1622
1623 if (!arrow->slaying)
1624 arrow->slaying = op->slaying;
1625
1626 arrow->attacktype |= op->attacktype;
1627 }
1628 else
1629 {
1721 arrow->level = op->level; 1630 arrow->level = op->level;
1722 } 1631 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1632
1633 if (!arrow->slaying)
1634 arrow->slaying = bow->slaying;
1635
1724 arrow->attacktype |= bow->attacktype; 1636 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1637 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1638
1728 arrow->map = m; 1639 wc -= arrow->level;
1640 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1641
1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1645
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1647 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1648
1736 if (!was_destroyed(arrow, tag)) 1649 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1650 move_arrow (arrow);
1738 1651
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; 1652 return 1;
1746} 1653}
1747 1654
1748/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1656 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1657 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1658 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1659 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1660 * hence the function name.
1754 */ 1661 */
1662int
1755int player_fire_bow(object *op, int dir) 1663player_fire_bow (object *op, int dir)
1756{ 1664{
1757 int ret=0, wcmod=0; 1665 int ret;
1758 1666
1759 if (op->contr->bowtype == bow_bestarrow) { 1667 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1668 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1669 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); 1670 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1672 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1675 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1676 else if (op->contr->bowtype == bow_threewide)
1677 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1678 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)]); 1679 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)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1681 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1682 else if (op->contr->bowtype == bow_spreadshot)
1683 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1684 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); 1685 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); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1687 }
1777 } else { 1688 else
1689 {
1778 /* Simple case */ 1690 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1692 }
1693
1781 return ret; 1694 return ret;
1782} 1695}
1783
1784 1696
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1697/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1698 * Broken apart from 'fire' to keep it more readable.
1787 */ 1699 */
1700void
1788void fire_misc_object(object *op, int dir) 1701fire_misc_object (object *op, int dir)
1789{ 1702{
1790 object *item; 1703 object *item = op->contr->ranged_ob;
1791 1704
1792 if (!op->contr->ranges[range_misc]) { 1705 if (!item)
1706 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1707 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1708 return;
1795 } 1709 }
1796 1710
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1711 if (!item->inv)
1712 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1713 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1714 return;
1801 } 1715 }
1802 if (item->type == WAND) { 1716
1803 if(item->stats.food<=0) { 1717 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; 1718 return;
1807 } 1719
1720 if (item->type == WAND)
1721 {
1722 if (item->stats.food <= 0)
1723 {
1724 op->contr->play_sound (sound_find ("wand_poof"));
1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1726
1727 return;
1728 }
1729 }
1730 else if (item->type == ROD || item->type == HORN)
1731 {
1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1737 {
1738 op->contr->play_sound (sound_find ("wand_poof"));
1739
1740 if (item->type == ROD)
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1742 else
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1744
1745 return;
1746 }
1747 }
1748
1749 if (cast_spell (op, item, dir, item->inv, NULL))
1750 {
1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1753 if (item->type == WAND)
1754 {
1755 if (!(--item->stats.food))
1756 {
1757 object *tmp;
1758
1759 if (item->arch)
1760 {
1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1762 item->face = item->arch->face;
1763 item->set_speed (0);
1764 }
1765
1766 if (object *pl = item->visible_to ())
1767 esrv_update_item (UPD_ANIM, pl, item);
1768 }
1769 }
1808 } else if (item->type == ROD || item->type==HORN) { 1770 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1771 drain_rod_charge (item);
1838 }
1839 } 1772 }
1840} 1773}
1841 1774
1842/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1843 */ 1776 */
1777bool
1844void fire(object *op,int dir) { 1778fire (object *op, int dir)
1779{
1845 int spellcost=0; 1780 int spellcost = 0;
1846 1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1802
1847 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1849 1806
1850 switch(op->contr->shoottype) { 1807 switch (ob->type)
1851 case range_none: 1808 {
1852 return; 1809 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1810 player_fire_bow (op, dir);
1856 return; 1811 break;
1857 1812
1858 case range_magic: /* Casting spells */ 1813 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1814 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1860 return; 1815 break;
1861 1816
1862 case range_misc: 1817 case BUILDER:
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 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
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;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1818 apply_map_builder (op, dir);
1887 return; 1819 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1820
1821 case SKILL:
1822 do_skill (op, op, ob, dir, 0);
1823 break;
1894 1824
1825 default:
1826 fire_misc_object (op, dir);
1827 break;
1828 }
1829
1830 return true;
1831}
1895 1832
1896/* find_key 1833/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1834 * 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 1835 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1836 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1838 * pl is the player,
1902 * inv is the objects inventory to searched 1839 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1840 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1841 * This function can be called recursively to search containers.
1905 */ 1842 */
1906 1843object *
1907object * find_key(object *pl, object *container, object *door) 1844find_key (object *pl, object *container, object *door)
1908{ 1845{
1909 object *tmp,*key; 1846 object *tmp, *key;
1910 1847
1911 /* Should not happen, but sanity checking is never bad */ 1848 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1849 if (!container->inv)
1850 return 0;
1913 1851
1914 /* First, lets try to find a key in the top level inventory */ 1852 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1853 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1855 if (door->type == DOOR && tmp->type == KEY)
1856 break;
1917 /* For sanity, we should really check door type, but other stuff 1857 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1858 * (like containers) can be locked with special keys
1919 */ 1859 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1861 break;
1922 } 1862 }
1863
1923 /* No key found - lets search inventories now */ 1864 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1865 /* 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 1866 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1867 * a key, return
1927 */ 1868 */
1928 if (!tmp) { 1869 if (!tmp)
1870 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1871 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1930 /* No reason to search empty containers */ 1873 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1874 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1875 {
1876 if ((key = find_key (pl, tmp, door)))
1877 return key;
1878 }
1879 }
1880
1881 if (!tmp)
1882 return NULL;
1933 } 1883 }
1934 } 1884
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1885 /* 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 1886 * see if we actually want to use it
1939 */ 1887 */
1940 if (pl!=container) { 1888 if (pl != container)
1889 {
1941 /* Only let players use keys in containers */ 1890 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1891 if (!pl->contr)
1892 return NULL;
1943 /* cases where this fails: 1893 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1894 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1895 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1896 * If the container is not active, return now since only active
1947 * containers can be used. 1897 * containers can be used.
1948 * If we only search keyrings and the container does not have 1898 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1899 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1900 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1901 * inv must have been an container and must have been active.
1952 * 1902 *
1953 * Change the color so that the message doesn't disappear with 1903 * Change the color so that the message doesn't disappear with
1954 * all the others. 1904 * all the others.
1955 */ 1905 */
1956 if (pl->contr->usekeys == key_inventory || 1906 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1907 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1909 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1911 "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; 1912 return NULL;
1965 } 1913 }
1966 } 1914 }
1915
1967 return tmp; 1916 return tmp;
1968} 1917}
1969 1918
1970/* moved door processing out of move_player_attack. 1919/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1920 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1921 * such that the caller should not do anything more,
1973 * 0 otherwise 1922 * 0 otherwise
1974 */ 1923 */
1924static int
1975static int player_attack_door(object *op, object *door) 1925player_attack_door (object *op, object *door)
1976{ 1926{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* 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 - 1928 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1981 */ 1930 */
1982 object *key=find_key(op, op, door); 1931 object *key = find_key (op, op, door);
1983 1932
1984 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1985 if (key) { 1934 if (key)
1935 {
1986 object *container=key->env; 1936 object *container = key->env;
1987 1937
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1938 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1939 make_visible (op);
1940
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1942 spring_trap (door->inv, op);
1943
1991 if (door->type == DOOR) { 1944 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1946 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1947 {
1996 "You open the door with the %s", query_short_name(key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1950 }
1951
1999 /* Do this after we print the message */ 1952 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1954
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
1956 }
2005 } else if (door->type==LOCKED_DOOR) { 1957 else if (door->type == LOCKED_DOOR)
1958 {
2006 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1961 return 1;
2009 } 1962 }
1963
2010 return 0; 1964 return 0;
2011} 1965}
2012 1966
2013/* This function is just part of a breakup from move_player. 1967/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2018 */ 1972 */
2019 1973bool
2020void move_player_attack(object *op, int dir) 1974move_player_attack (object *op, int dir)
2021{ 1975{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 1976 int on_battleground;
2025 mapstruct *m;
2026 1977
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2031 1980
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1981 on_battleground = op_on_battleground (op, 0, 0);
2033 1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991
2034 /* If braced, or can't move to the square, and it is not out of the 1992 /* 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 1993 * 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 1994 * 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 1995 * 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 1996 * 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 1997 * 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 1998 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1999 * move_ob uses.
2042 */ 2000 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2001 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 2002
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2003 /* 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. 2004 * 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 2005 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2006 * on the space
2060 */ 2007 */
2061 while (tmp!=NULL) { 2008 object *mon;
2062 if (tmp == op) { 2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2010 {
2064 continue; 2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2065 } 2016 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2017
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 */ 2018 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2019 return false; /* into a wall */
2077 2020
2078 if(mon->head != NULL)
2079 mon = mon->head; 2021 mon = mon->head_ ();
2080 2022
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2029 }
2083 2030
2084 /* The following deals with possibly attacking peaceful 2031 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2032 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2033 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2034 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2035 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2036 * and thus will not push them.
2090 */ 2037 */
2091 2038
2092 /* If the creature is a pet, push it even if the player is not 2039 /* 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 2040 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2041 * player owns it and it is either friendly or unagressive.
2095 */ 2042 */
2096 if ((op->type==PLAYER) 2043 if (op->type == PLAYER
2097#if COZY_SERVER 2044 && ((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)) 2045 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2046 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2048 {
2109 /* If we're braced, we don't want to switch places with it */ 2049 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2050 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2051 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2064 }
2065 else
2066 return false;
2067 }
2068
2117 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2072 * attack them either.
2121 */ 2073 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2076 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2081 {
2082 --op->speed_left;
2083
2084 if (!op->contr->braced)
2131 )) { 2085 {
2132 if (!op->contr->braced) { 2086 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2087 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2088 }
2135 } else { 2089 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2091
2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2093 make_visible (op);
2094
2095 return true;
2096 }
2137 } 2097 }
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 2098 /* 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. 2099 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2100 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2145 recursive_roll(mon,dir,op); 2107 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2108 if (action_makes_visible (op))
2147 } 2109 make_visible (op);
2148 2110
2111 return true;
2112 }
2113 }
2149 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2115 * 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: 2116 * 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 2117 * 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. 2118 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2119 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2122 {
2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2124 {
2125 --op->contr->weapon_sp_left;
2159 2126
2160 /* If the player hasn't hit something this tick, and does 2127 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 2128
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2129 if (action_makes_visible (op))
2130 make_visible (op);
2131
2132 return true;
2133 }
2169 } 2134 }
2170 2135
2171 skill_attack(mon, op, 0, NULL, NULL); 2136 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} 2137}
2189 2138
2139bool
2190int move_player(object *op,int dir) { 2140move_player (object *op, int dir)
2141{
2191 int pick; 2142 int pick;
2192 object *transport = op->contr->transport;
2193 2143
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2144 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; 2145 return 0;
2146
2147 /* Sanity check: make sure dir is valid */
2148 if ((dir < 0) || (dir >= 9))
2149 {
2150 LOG (llevError, "move_player: invalid direction %d\n", dir);
2151 return 0;
2152 }
2153
2154 /* peterm: added following line */
2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2157
2158 op->facing = dir;
2159
2160 if (op->flag [FLAG_HIDDEN])
2161 do_hidden_move (op);
2162
2163 bool retval;
2164
2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2166 retval = RESULT_INT (0);
2167 else if (op->contr->fire_on)
2168 retval = fire (op, dir);
2169 else
2170 {
2171 retval = move_player_attack (op, dir);
2172 pick = check_pick (op);
2173 }
2174
2175 /* Add special check for newcs players and fire on - this way, the
2176 * server can handle repeat firing.
2177 */
2178 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2179 op->direction = dir;
2180 else
2181 op->direction = 0;
2182
2183 /* Update how the player looks. Use the facing, so direction may
2184 * get reset to zero. This allows for full animation capabilities
2185 * for players.
2186 */
2187 animate_object (op, op->facing);
2188
2189 return retval;
2256} 2190}
2257 2191
2258/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2193 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2195 * the new speed values for commands.
2262 * 2196 *
2263 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2264 */ 2200 */
2201bool
2265int handle_newcs_player(object *op) 2202handle_newcs_player (object *op)
2266{ 2203{
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)) { 2204 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 } 2205 {
2206 if (op->speed_left > 0.f)
2207 {
2208 --op->speed_left;
2209 flee_player (op);
2291 2210
2292 /* I've been seeing crashes where the golem has been destroyed, but 2211 return true;
2293 * the player object still points to the defunct golem. The code that 2212 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2213 else
2295 * put this in a a workaround to clean up the golem pointer. 2214 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 } 2215 }
2303 2216
2304 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2219 * called, so we recheck it here.
2307 */ 2220 */
2308 HandleClient(&op->contr->socket, op->contr); 2221 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2222 return true;
2310 2223
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2224 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); 2225 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2226
2321 else return 0; 2227 return false;
2322 } 2228}
2229
2230int
2231save_life (object *op)
2232{
2233 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2234 return 0;
2324}
2325 2235
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) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2238 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2239 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2241
2338 if (op->contr) 2242 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2244
2343 if(op->stats.hp<0) 2245 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2246 op->stats.hp = op->stats.maxhp;
2247
2345 if(op->stats.food<0) 2248 if (op->stats.food < 0)
2346 op->stats.food = 999; 2249 op->stats.food = 999;
2347 fix_player(op); 2250
2251 op->update_stats ();
2348 return 1; 2252 return 1;
2349 } 2253 }
2254
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2255 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2256 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2257 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2258 return 0;
2354} 2259}
2355 2260
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* 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 2262 * 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 2263 * function will descend into containers. op is the object to start the search
2359 * from. 2264 * from.
2360 */ 2265 */
2266static void
2361void remove_unpaid_objects(object *op, object *env) 2267drop_unpaid_items (object *op, object *env)
2362{ 2268{
2363 object *next;
2364
2365 while (op) { 2269 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2270 {
2367 * we remove object 'op' 2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2272
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2274 op->insert_at (env);
2371 op->x = env->x; 2275 else if (op->inv)
2372 op->y = env->y; 2276 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 2277
2278 op = next;
2279 }
2280}
2281
2282void
2283object::drop_unpaid_items ()
2284{
2285 if (!flag [FLAG_REMOVED])
2286 ::drop_unpaid_items (inv, this);
2287}
2382 2288
2383/* 2289/*
2384 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2389 */ 2295 */
2296const char *
2390char *gravestone_text (object *op) 2297gravestone_text (object *op)
2391{ 2298{
2299 static dynbuf_text buf;
2300
2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2304 if (op->type == PLAYER)
2305 buf << " the " << op->contr->title;
2306
2307 buf << "\n\n";
2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2313 if (op->type == PLAYER)
2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2315
2316 {
2392 static char buf2[MAX_BUF]; 2317 static char buf2[128];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2318 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)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2416 strcat (buf2, buf); 2321 }
2322
2417 return buf2; 2323 return buf;
2418} 2324}
2419 2325
2420 2326void
2421
2422void do_some_living(object *op) { 2327do_some_living (object *op)
2328{
2423 int last_food=op->stats.food; 2329 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2330 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2331 int over_hp, over_sp, over_grace;
2426 int i; 2332 int i;
2427 int rate_hp = 1200; 2333 int rate_hp = 1200;
2428 int rate_sp = 2500; 2334 int rate_sp = 2500;
2429 int rate_grace = 2000; 2335 int rate_grace = 2000;
2430 const int max_hp = 1; 2336 const int max_hp = 1;
2431 const int max_sp = 1; 2337 const int max_sp = 1;
2432 const int max_grace = 1; 2338 const int max_grace = 1;
2433 2339
2434 if (op->contr->outputs_sync) { 2340 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2341 {
2436 if (op->contr->outputs[i].buf!=NULL && 2342 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2343 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2344 * depending on the value of invisible, so we need to
2345 * alternate it here for it to work correctly.
2346 */
2347 if (pticks & 2)
2348 op->invisible--;
2439 } 2349 }
2350 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2351 {
2352 if (!op->invisible--)
2353 {
2354 make_visible (op);
2355 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2356 }
2357 }
2440 2358
2441 if(op->contr->state==ST_PLAYING) { 2359 if (op->contr->ns->state == ST_PLAYING)
2442 2360 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2361 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2362 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) 2363 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2364 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2365 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2366 {
2367 gen_hp = op->stats.maxhp;
2368 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2369 }
2370
2371 if (op->contr->gen_sp >= 0)
2372 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2373 else
2374 {
2375 gen_sp = op->stats.maxsp;
2376 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2377 }
2378
2379 if (op->contr->gen_grace >= 0)
2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2381 else
2382 {
2383 gen_grace = op->stats.maxgrace;
2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2385 }
2386
2387 /* Regenerate Grace */
2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2389 if (--op->last_grace < 0)
2390 {
2391 if (op->stats.grace < op->stats.maxgrace / 2)
2392 op->stats.grace++; /* no penalty in food for regaining grace */
2393
2394 if (max_grace > 1)
2395 {
2396 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2397 if (over_grace > 0)
2398 {
2399 op->stats.sp += over_grace
2400 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2401 op->last_grace = 0;
2402 }
2403 else
2404 {
2405 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2406 }
2407 }
2408 else
2409 {
2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2411 }
2412 /* wearing stuff doesn't detract from grace generation. */
2413 }
2414
2415 if (op->stats.food > 0)
2416 {
2417 /* Regenerate Spell Points */
2418 if (!op->contr->golem && --op->last_sp < 0)
2419 {
2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2421
2422 if (op->stats.sp < op->stats.maxsp)
2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2429 op->stats.food--;
2430
2431 if (op->contr->digestion < 0)
2432 op->stats.food += op->contr->digestion;
2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2434 op->stats.food = last_food;
2435 }
2436 }
2437
2438 if (max_sp > 1)
2439 {
2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2458 }
2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2467 {
2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2493 }
2494 else
2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2496 }
2497 }
2498
2499 /* Digestion */
2500 if (--op->last_eat < 0)
2501 {
2502 int bonus = max (0, op->contr->digestion),
2503 penalty = max (0, -op->contr->digestion);
2504
2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2506
2561 /* dms do not consume food */ 2507 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2509 op->stats.food--;
2564 } 2510 }
2565 2511
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2513 {
2514 object *flesh = 0;
2568 2515
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2516 for_inv_removable (op, tmp)
2517 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2521 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."); 2522 {
2573 manual_apply(op,tmp,0); 2523 op->statusmsg ("You blindly grab for a bite of food. "
2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2525 manual_apply (op, tmp, 0);
2526
2574 if(op->stats.food>=0||op->stats.hp<0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2528 break;
2576 } 2529 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2530 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2531 flesh = tmp;
2579 } /* end of for loop */ 2532 }
2533
2580 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2535 * eat flesh instead.
2582 */ 2536 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2537 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."); 2538 {
2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2585 manual_apply(op,flesh,0); 2541 manual_apply (op, flesh, 0);
2586 } 2542 }
2587 } /* end if player is starving */
2588 2543
2589 while(op->stats.food<0&&op->stats.hp>0) 2544 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2545 if (op->stats.food < 0)
2591 2546 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2548 }
2549
2550 if (op->stats.food < 0)
2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2554
2555 if (op->stats.hp < 0)
2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2561
2562 /* killer should be set here already */
2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2564 kill_player (op);
2565 }
2566}
2597 2567
2598/* If the player should die (lack of hp, food, etc), we call this. 2568/* 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 2569 * 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 2570 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2571 * file.
2602 */ 2572 */
2573void
2603void kill_player(object *op) 2574kill_player (object *op)
2604{ 2575{
2576 int x, y;
2605 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */ 2578 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; 2579 int will_kill_again;
2614 archetype *at; 2580 archetype *at;
2615 object *tmp; 2581 object *tmp;
2616 2582
2617 if(save_life(op)) 2583 if (save_life (op))
2618 return; 2584 return;
2619 2585
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* 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. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2589 */
2625 if (op_on_battleground(op, &x, &y)) { 2590 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2591 {
2627 "You have been defeated in combat!"); 2592 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, 2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2594
2630
2631 /* restore player */ 2595 /* restore player */
2632 at = find_archetype("poisoning"); 2596 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2597 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2598 {
2635 remove_ob(tmp); 2599 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2601 }
2639 2602
2640 at = find_archetype("confusion"); 2603 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2605 {
2643 remove_ob(tmp); 2606 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2608 }
2647 2609
2648 cure_disease(op,0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2612 if (op->stats.food <= 0)
2651 2613 op->stats.food = 999;
2614
2652 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2617 {
2618 tmp->name = format ("%s's finger" , &op->name);
2619 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2626 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = "organics";
2628 tmp->insert_at (op, tmp);
2655 { 2629 }
2656 sprintf(buf,"%s's finger",op->name); 2630
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*/ 2631 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2632 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2633 op->contr->braced = 0;
2672 return; 2634 return;
2673 } 2635 }
2674 2636
2675 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2676 2638
2677 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2678 2640
2679 if(op->stats.food<0) { 2641 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 2642
2700 /* save the map location for corpse, gravestone*/ 2643 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2644 x = op->x;
2645 y = op->y;
2646 map = op->map;
2702 2647
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2648 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2649 * 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. 2650 * See the config.h file for a little more in depth detail about this.
2708 */ 2651 */
2709 2652
2710 /* Basically two ways to go - remove a stat permanently, or just 2653 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2654 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2655 * of death.
2713 */ 2656 */
2714#ifndef COZY_SERVER 2657#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2658 if (settings.balanced_stat_loss)
2659 {
2716 /* If stat loss is permanent, lose one stat only. */ 2660 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2661 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2662 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2663 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2664 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2665 little bit harder. */
2722 /* GD */ 2666 /* GD */
2723 if (settings.stat_loss_on_death) 2667 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2668 num_stats_lose = 1;
2725 else 2669 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2670 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2671 }
2672 else
2728 num_stats_lose = 1; 2673 num_stats_lose = 1;
2729 } 2674
2730 lost_a_stat = 0; 2675 lost_a_stat = 0;
2731 2676
2732 for (z=0; z<num_stats_lose; z++) { 2677 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2678 {
2679 i = rndm (NUM_STATS);
2734 2680
2735 if (settings.stat_loss_on_death) { 2681 if (settings.stat_loss_on_death)
2682 {
2736 /* Pick a random stat and take a point off it. Tell the player 2683 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2684 * what he lost.
2738 */ 2685 */
2739 change_attr_value(&(op->stats), i,-1); 2686 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2687 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2688 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2689 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2690 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2691 lost_a_stat = 1;
2745 } else { 2692 }
2693 else
2694 {
2746 /* deplete a stat */ 2695 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2696 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2697 object *dep;
2698
2699 dep = present_arch_in_ob (deparch, op);
2700 if (!dep)
2749 2701 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2702 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2703 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 2704 }
2783 if (lose_this_stat) { 2705 lose_this_stat = 1;
2706 if (settings.balanced_stat_loss)
2707 {
2708 /* GD */
2709 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2710 this_stat = get_attr_value (&(dep->stats), i);
2711 if (this_stat < 0)
2712 {
2713 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2714 int keep_chance = this_stat * this_stat;
2715
2716 /* Yes, I am paranoid. Sue me. */
2717 if (keep_chance < 1)
2718 keep_chance = 1;
2719
2720 /* There is a maximum depletion total per level. */
2721 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2722 {
2723 lose_this_stat = 0;
2724 /* Take loss chance vs keep chance to see if we
2725 retain the stat. */
2726 }
2727 else
2728 {
2729 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2730 lose_this_stat = 0;
2731 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2732 this_stat, keep_chance, loss_chance,
2733 lose_this_stat?"LOSE":"KEEP"); */
2734 }
2735 }
2736 }
2737
2738 if (lose_this_stat)
2739 {
2740 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2741 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2742 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2743 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2744 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2745 * difference.
2790 */ 2746 */
2791 if (this_stat>=-50) { 2747 if (this_stat >= -50)
2748 {
2792 change_attr_value(&(dep->stats), i, -1); 2749 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2750 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2751 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2752 op->update_stats ();
2796 lost_a_stat = 1; 2753 lost_a_stat = 1;
2797 } 2754 }
2798 } 2755 }
2756 }
2799 } 2757 }
2800 } 2758
2801 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2760 if (!lost_a_stat)
2803 { 2761 {
2804 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2764 const char *god = determine_god (op);
2765
2807 if (god && (strcmp(god, "none"))) 2766 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2767 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" 2768 else
2810 " you.", god); 2769 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 } 2770 }
2771#else
2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2815#endif 2773#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 2774
2819 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2776 * exp loss on the stone.
2821 */ 2777 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2781 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); 2782 &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; 2783 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2785
2836 /**************************************/ 2786 /**************************************/
2837 /* */ 2787 /* */
2838 /* Subtract the experience points, */ 2788 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2789 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2790 /* food, and reset HP's... */
2841 /* */ 2791 /* */
2842 /**************************************/ 2792 /**************************************/
2843 2793
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2794 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2795 /* restore player */
2846 at = find_archetype("poisoning"); 2796 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2797 tmp = present_arch_in_ob (at, op);
2798
2848 if (tmp) { 2799 if (tmp)
2849 remove_ob(tmp); 2800 {
2850 free_object(tmp); 2801 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2803 }
2853 2804
2854 at = find_archetype("confusion"); 2805 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2806 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2807 if (tmp)
2857 remove_ob(tmp); 2808 {
2858 free_object(tmp); 2809 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2811 }
2812
2861 cure_disease(op,0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2862 2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2828 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2866 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2836
2870 /* 2837 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2838 * 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 2839 * and put them back in the map.
2873 * in the map. 2840 */
2874 */ 2841 op->drop_unpaid_items ();
2875 2842
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 /****************************************/ 2843 /****************************************/
2885 /* */ 2844 /* */
2886 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2888 /* */ 2847 /* */
2889 /****************************************/ 2848 /****************************************/
2890 2849
2891 enter_player_savebed(op); 2850 enter_player_savebed (op);
2892 2851
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2852 op->contr->braced = 0;
2897 save_player(op,1);
2898 2853
2899 /* it is possible that the player has blown something up 2854 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2855 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2856 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2857 * on the space that might harm the player.
2903 */ 2858 */
2904 will_kill_again=0; 2859 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2861 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2862 will_kill_again |= tmp->attacktype;
2908 } 2863
2909 if (will_kill_again) { 2864 if (will_kill_again)
2865 {
2910 object *force; 2866 object *force;
2911 int at; 2867 int at;
2912 2868
2913 force=get_archetype(FORCE_NAME); 2869 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2870 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2871 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2872 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2873 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2874 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2876 force->resist[at] = 100;
2921 } 2877
2922 insert_ob_in_ob(force, op); 2878 insert_ob_in_ob (force, op);
2923 fix_player(op); 2879 op->update_stats ();
2924 2880 }
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2881
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2882 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} 2883}
2999 2884
3000 2885void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2886loot_object (object *op)
2887{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2888 object *tmp, *tmp2, *next;
3003 2889
3004 if (op->container) { /* close open sack first */ 2890 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2891
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2892 for (tmp = op->inv; tmp; tmp = next)
2893 {
3009 next=tmp->below; 2894 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2895
3011 remove_ob(tmp); 2896 if (tmp->invisible)
2897 continue;
2898
2899 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2900 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2901
3014 loot_object(tmp); 2902 if (tmp->type == CONTAINER)
3015 } 2903 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2904
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2906 {
3018 if(tmp->nrof>1) { 2907 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2908 {
3020 free_object(tmp2); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2911 }
2912 else
2913 tmp->destroy ();
2914 }
3022 } else 2915 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2916 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2917 }
3027} 2918}
3028 2919
3029/* 2920/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2921 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2922 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2923 * was changed.
3033 */ 2924 */
3034 2925void
3035void fix_weight(void) { 2926fix_weight (void)
3036 player *pl; 2927{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2928 for_all_players (pl)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2929 {
3039 if(old == sum) 2930 sint32 old = pl->ob->carrying;
3040 continue; 2931
3041 fix_player(pl->ob); 2932 pl->ob->update_weight ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2933
3043 pl->ob->name, old, sum); 2934 if (old != pl->ob->carrying)
2935 {
2936 pl->ob->update_stats ();
2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
3044 } 2939 }
3045} 2940}
3046 2941
2942void
3047void fix_luck(void) { 2943fix_luck (void)
3048 player *pl; 2944{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2945 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2946 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2947 pl->ob->change_luck (0);
3052} 2948}
3053
3054 2949
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2950/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2951 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2952 * just treat this as any other spell casting object.
3058 */ 2953 */
3059
3060void 2954void
3061cast_dust (object * op, object * throw_ob, int dir) 2955cast_dust (object *op, object *throw_ob, int dir)
3062{ 2956{
3063 object *skop, *spob; 2957 object *skop, *spob;
3064 2958
3065 skop = find_skill_by_name (op, throw_ob->skill); 2959 skop = find_skill_by_name (op, throw_ob->skill);
3066 2960
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2961 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2962 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2963 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2964 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2965 return;
3073 } 2966 }
3074 2967
3075 spob = throw_ob->inv; 2968 spob = throw_ob->inv;
3076 2969
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2970 // 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 2971 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2972 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2973 if (!spob)
3081 { 2974 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2975 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; 2976 return;
3085 } 2977 }
3086 2978
3087 if (op->type == PLAYER) 2979 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2980 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2981
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2982 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2983
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2984 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2985}
3096 2986
2987void
3097void make_visible (object *op) { 2988make_visible (object *op)
3098 op->hide = 0; 2989{
2990 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2991 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 2992
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) 2993 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2994 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2995 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2996 op->contr->invis_race = 0;
2997 }
2998
2999 update_object (op, UP_OBJ_CHANGE);
3000}
3001
3002int
3003is_true_undead (object *op)
3004{
3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3006 return 1;
3007
3116 return 0; 3008 return 0;
3117} 3009}
3118 3010
3119/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3013 * indicate greater hideability.
3122 */ 3014 */
3123 3015int
3124int hideability(object *ob) { 3016hideability (object *ob)
3017{
3125 int i,level=0, mflag; 3018 int i, level = 0, mflag;
3126 sint16 x,y; 3019 sint16 x, y;
3127 3020
3128 if(!ob||!ob->map) return 0; 3021 if (!ob || !ob->map)
3022 return 0;
3129 3023
3130 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3132 3026
3133 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3030 if (has_carried_lights (ob))
3031 level = -(10 + (2 * ob->map->darklevel ()));
3137 3032
3138 /* scan through all nearby squares for terrain to hide in */ 3033 /* 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]) { 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3037 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3039 if (mflag & P_OUT_OF_MAP)
3040 continue;
3041
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3043 level += 2;
3144 else /* open terrain! */ 3044 else /* open terrain! */
3145 level -= 1; 3045 level -= 1;
3146 } 3046 }
3147 3047
3148#if 0 3048#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3049 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3050#endif
3151 return level; 3051 return level;
3152} 3052}
3153 3053
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3058 */
3159 3059void
3160void do_hidden_move (object *op) { 3060do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3061{
3162 object *skop; 3062 int hide = 0;
3163 3063
3164 if(!op || !op->map) return; 3064 if (!op || !op->map)
3065 return;
3165 3066
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3167 3069
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3071 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3072 if (!skop || num >= skop->level)
3073 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3074 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3075 make_visible (op);
3173 return; 3076 return;
3174 } else num += 20;
3175 } 3077 }
3078 else
3079 num += 20;
3080
3176 num += op->map->difficulty; 3081 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3082 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3083 num -= hide;
3084
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3086 {
3180 make_visible(op); 3087 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3088
3182 "You moved out of hiding! You are visible!"); 3089 if (op->type == PLAYER)
3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3091 }
3184 else if (op->type == PLAYER && skop) { 3092 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3094}
3188 3095
3189/* determine if who is standing near a hostile creature. */ 3096/* determine if who is standing near a hostile creature. */
3190 3097
3098int
3191int stand_near_hostile( object *who ) { 3099stand_near_hostile (object *who)
3100{
3192 object *tmp=NULL; 3101 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3102 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3103 maptile *m;
3195 sint16 x,y; 3104 sint16 x, y;
3196 3105
3197 if(!who) return 0; 3106 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; 3107 return 0;
3108
3109 if (who->type == PLAYER)
3110 player = 1;
3111
3112 else
3113 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3114
3115 /* search adjacent squares */
3116 for (i = 1; i < 9; i++)
3117 {
3118 x = who->x + freearr_x[i];
3119 y = who->y + freearr_y[i];
3120 m = who->map;
3121 mflags = get_map_flags (m, &m, x, y, &x, &y);
3122 /* space must be blocked if there is a monster. If not
3123 * blocked, don't need to check this space.
3124 */
3125 if (mflags & P_OUT_OF_MAP)
3126 continue;
3127 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3128 continue;
3129
3130 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3131 {
3132 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3133 return 1;
3134 else if (tmp->type == PLAYER)
3135 {
3136 /*don't let a hidden DM prevent you from hiding */
3137 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3138 return 1;
3139 }
3140 }
3141 }
3142 return 0;
3227} 3143}
3228 3144
3229/* check the player los field for viewability of the 3145/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3153 * 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. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3155 * -b.t.
3240 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3241 */ 3157 */
3242 3158int
3243int player_can_view (object *pl,object *op) { 3159player_can_view (object *pl, object *op)
3160{
3244 rv_vector rv; 3161 rv_vector rv;
3245 int dx,dy; 3162 int dx, dy;
3246 3163
3247 if(pl->type!=PLAYER) { 3164 if (pl->type != PLAYER)
3165 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3166 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; 3167 return -1;
3274 op = op->more;
3275 } 3168 }
3169
3170 if (!pl || !op)
3276 return 0; 3171 return 0;
3172
3173 op = op->head_ ();
3174
3175 get_rangevector (pl, op, &rv, 0x1);
3176
3177 /* starting with the 'head' part, lets loop
3178 * through the object and find if it has any
3179 * part that is in the los array but isn't on
3180 * a blocked los square.
3181 * we use the archetype to figure out offsets.
3182 */
3183 while (op)
3184 {
3185 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y;
3187
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1;
3194
3195 op = op->more;
3196 }
3197
3198 return 0;
3277} 3199}
3278 3200
3279/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3282 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3283 * return 0. 3205 * return 0.
3284 */ 3206 */
3207int
3285int action_makes_visible (object *op) { 3208action_makes_visible (object *op)
3286 3209{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3211 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3289 return 0; 3219 return 0;
3220 }
3290 3221
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3222 if (op->contr && op->contr->tmp_invis == 0)
3223 return 0;
3292 3224
3293 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3227 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3296 return 1; 3229 return 1;
3297 } 3230 }
3298 } 3231 }
3232
3299 return 0; 3233 return 0;
3300} 3234}
3301 3235
3302/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3238 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3239 * -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 3240 * 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 3241 * 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 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3243 */
3244int
3310int op_on_battleground (object *op, int *x, int *y) { 3245op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3246{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3247 /* 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), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3254 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3256 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3258 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3261 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3262 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3264 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3266 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3268 {
3269 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3272 return 1;
3273 }
3274 }
3275 }
3276
3277 if (x && y)
3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3332 return 1; 3280 return 1;
3333 } 3281 }
3334 } 3282 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3283 }
3340 } 3284
3341 }
3342 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3343 return 0; 3286 return 0;
3344} 3287}
3345 3288
3346/* 3289/*
3350 * attributes: 3293 * attributes:
3351 * object *who the dragon player 3294 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3295 * int atnr the attack-number of the ability focus
3353 * int level ability level 3296 * int level ability level
3354 */ 3297 */
3298void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3299dragon_ability_gain (object *who, int atnr, int level)
3300{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3301 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3302 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3303 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3304 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3306 int i = 0, j = 0;
3362 3307
3363 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3317
3373 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3374 return; 3319 return;
3375 3320
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3322
3378 3323 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3324 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3326 return;
3382 } 3327 }
3383 3328
3384 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3330 item = tr->item;
3386 3331
3387 if (item->type == SPELL) { 3332 if (item->type == SPELL)
3333 {
3388 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3389 return; 3335 return;
3390 3336
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3337 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); 3338 do_learn_spell (who, item, 0);
3393 return; 3339 return;
3394 } 3340 }
3395 3341
3396 /* grant direct spell */ 3342 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3343 if (item->type == SPELLBOOK)
3344 {
3398 if (!item->inv) { 3345 if (!item->inv)
3346 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3347 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3348 return;
3402 } 3349 }
3403 if (check_spell_known (who, item->inv->name)) 3350 if (check_spell_known (who, item->inv->name))
3404 return; 3351 return;
3405 if (item->invisible) { 3352 if (item->invisible)
3353 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3354 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); 3355 do_learn_spell (who, item->inv, 0);
3408 return; 3356 return;
3409 } 3357 }
3410 } 3358 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3359 else if (item->type == SKILL_TOOL && item->invisible)
3360 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3361 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3362 {
3413 3363
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3364 /* 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 3365 * 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, 3366 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3367 * but not all of them, he gets nothing.
3418 */ 3368 */
3419 if (!(skop->attacktype & item->attacktype)) { 3369 if (!(skop->attacktype & item->attacktype))
3370 {
3420 /* Give new attacktype */ 3371 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3372 skop->attacktype |= item->attacktype;
3422 3373
3423 /* always add physical if there's none */ 3374 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3375 skop->attacktype |= AT_PHYSICAL;
3425 3376
3426 if (item->msg != NULL) 3377 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3378 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3379
3429 /* Give player new face */ 3380 /* Give player new face */
3430 if (item->animation_id) { 3381 if (item->animation_id)
3382 {
3431 who->face = skop->face; 3383 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3384 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3385 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3386 who->last_anim = 0;
3435 who->state = 0; 3387 who->state = 0;
3436 animate_object(who, who->direction); 3388 animate_object (who, who->direction);
3437 } 3389 }
3390 }
3391 }
3438 } 3392 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3393 else if (item->type == FORCE)
3394 {
3442 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3396 object *skin;
3397
3444 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3400 ;
3447 if (skin == NULL) return; 3401
3448 3402 if (!skin)
3403 return;
3404
3449 /* adding new spellpath attunements */ 3405 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3406 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3407 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3408 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3409
3453 /* print message */ 3410 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3411 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3412 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3413 {
3457 if (j) 3414 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3415 {
3459 else 3416 if (j)
3460 j = 1; 3417 strcat (buf, " and ");
3418 else
3419 j = 1;
3461 strcat(buf, spellpathnames[i]); 3420 strcat (buf, spellpathnames[i]);
3462 } 3421 }
3463 } 3422 }
3464 strcat(buf,"."); 3423 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3425 }
3467 3426
3468 /* evtl. adding flags: */ 3427 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3428 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3429 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3430 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3431 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3432 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3433 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3434
3476 /* print message if there is one */ 3435 /* print message if there is one */
3477 if (item->msg != NULL) 3436 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3438 }
3439 else
3479 } 3440 {
3480 else {
3481 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3443 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); 3444 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3445 }
3488} 3446}
3489 3447
3490/** 3448/**
3491 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3450 * not readied.
3493 */ 3451 */
3452void
3494void player_unready_range_ob(player *pl, object *ob) { 3453player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3454{
3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3496 3457
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3458 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3459 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3460
3500 if (pl->shoottype == i) { 3461 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3462 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3463}
3464
3465sint8
3466player::visibility_at (maptile *map, int x, int y) const
3467{
3468 if (!ns)
3469 return 0;
3470
3471 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return 0;
3474
3475 x += dx - ns->current_x;
3476 y += dy - ns->current_y;
3477
3478 return 100 - blocked_los (x, y);
3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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