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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 1.233 by root, Mon Oct 12 14:00:59 2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
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> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 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; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
132
133 strcpy (subject, buf + 1);
134 strip_endline (subject);
135 size = 0;
136 news[0] = '\0';
137 }
138 else
139 {
140 if (size + strlen (buf) >= HUGE_BUF)
72 { 141 {
73 if ( found ) 142 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 143 break;
75
76 found = pl;
77 } 144 }
145 strncat (news + size, buf, HUGE_BUF - size);
146 size += strlen (buf);
78 } 147 }
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;
88 148 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 149
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 150 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 151 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); 152 close_and_delete (fp, comp);
103} 153}
104 154
105void send_rules(const object *op) { 155/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 156static void
107 char rules[HUGE_BUF]; 157set_first_map (object *op)
108 FILE *fp; 158{
109 int comp; 159 op->contr->maplevel = first_map_path;
110 int size; 160 op->x = -1;
111 161 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 162}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 163
164void
165player::activate ()
166{
167 if (active)
114 return; 168 return;
169
170 players.insert (this);
171 ob->remove ();
172 ob->map = 0;
173 ob->activate_recursive ();
174 CLEAR_FLAG (ob, FLAG_FRIENDLY);
175 add_friendly_object (ob);
176}
177
178void
179player::deactivate ()
180{
181 if (!active)
182 return;
183
184 terminate_all_pets (ob);
185 remove_friendly_object (ob);
186 ob->deactivate_recursive ();
187
188 if (ob->map)
189 maplevel = ob->map->path;
190
191 ob->remove ();
192 ob->enemy = 0; // sometimes keeps an extra refcount on itself
193 ob->map = 0;
194 party = 0;
195
196 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
197
198 players.erase (this);
199}
200
201// connect the player with a specific client
202// also changes, rationalises, and fixes some incorrect settings
203void
204player::connect (client *ns)
205{
206 this->ns = ns;
207 ns->pl = this;
208
209 run_on = 0;
210 fire_on = 0;
211 ob->close_container (); //TODO: client-specific
212
213 ns->update_look = 0;
214 ns->look_position = 0;
215
216 clear_los ();
217
218 ns->reset_stats ();
219
220 /* make sure he's a player -- needed because of class change. */
221 ob->type = PLAYER; // we are paranoid
222 ob->race = ob->arch->race;
223
224 ob->update_weight ();
225 link_skills ();
226
227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
228
229 assign (title, ob->arch->object::name);
230
231 /* if it's a dragon player, set the correct title here */
232 if (is_dragon_pl (ob))
115 } 233 {
116 rules[0]='\0'; 234 object *tmp, *abil = 0, *skin = 0;
117 size=0; 235
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 236 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 237 if (tmp->type == FORCE)
120 continue; 238 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 239 abil = tmp;
240 else if (tmp->arch->archname == shstr_dragon_skin_force)
241 skin = tmp;
242
243 set_dragon_name (ob, abil, skin);
244 }
245
246 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
247
248 esrv_new_player (this);
249
250 ob->update_stats ();
251
252 ns->floorbox_update ();
253 esrv_send_inventory (ob, ob);
254 esrv_add_spells (this, 0);
255
256 activate ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 {
271 ob->close_container (); //TODO: client-specific
272 ob->drop_unpaid_items ();
273 }
274
275 if (ns)
276 {
277 if (active)
278 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 ns->reset_stats ();
283 ns->pl = 0;
284 ns = 0;
285 }
286
287 observe = ob;
288
289 deactivate ();
290}
291
292// the need for this function can be explained
293// by load_object not returning the object
294void
295player::set_object (object *op)
296{
297 ob = observe = op;
298 ob->contr = this; /* this aren't yet in archetype */
299
300 ob->speed = 1.0f;
301 ob->speed_left = 0.5f;
302
303 ob->direction = 5; /* So player faces south */
304
305 ob->flag [FLAG_READY_WEAPON] = false;
306 ob->flag [FLAG_READY_SKILL] = false;
307 ob->flag [FLAG_READY_BOW] = false;
308
309 for (object *op = ob->inv; op; op = op->below)
310 if (op->flag [FLAG_APPLIED])
311 switch (op->type)
122 { 312 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 313 case SKILL:
124 break; 314 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; 315 break;
167 } 316
168 strncat(news+size,buf,HUGE_BUF-size); 317 case WAND:
169 size+=strlen(buf); 318 case ROD:
319 case HORN:
320 case BOW:
321 ranged_ob = op;
322 break;
323
324 case WEAPON:
325 combat_ob = op;
326 break;
170 } 327 }
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}
180 328
181int playername_ok(const char *cp) { 329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 330 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} 331}
190 332
191/* This no longer sets the player map. Also, it now updates 333void
192 * all the pointers so the caller doesn't need to do that. 334player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 335{
194 */ 336 observe = op ? op : ob;
337 do_los = 1;
338}
195 339
196/* Redo this to do both get_player_ob and get_player. 340player::player ()
197 * Hopefully this will be less bugfree and simpler. 341{
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 - 342 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 343 * we deal with that below this point.
237 */ 344 */
238 p->party=NULL; 345 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 346 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 347 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 348
244#ifdef AUTOSAVE 349 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 350
246#endif 351 gen_sp_armour = 10;
352 bowtype = bow_normal;
353 petmode = pet_normal;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
247 370 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 371 ob->destroy_inv (false);
372 ob->destroy ();
249 373 }
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 */
258 374
259 roll_stats(op); 375 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} 376}
301 377
302 378player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 379{
306 strcpy(op->contr->maplevel, first_map_path); 380 /* Clear item stack */
307 op->x = -1; 381 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 382}
311 383
312/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
314 * mode. 386 * mode.
315 */ 387 */
388player *
389player::create ()
390{
391 player *pl = new player;
316 392
317int add_player(NewSocket *ns) { 393 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 394
320 p=get_player(NULL); 395 pl->ob->roll_stats ();
321 p->socket = *ns; 396 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 397 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 398
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); 399 set_first_map (pl->ob);
332 400
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; 401 return pl;
340} 402}
341 403
342/* 404/*
343 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
346 */ 408 */
409archetype *
347archetype *get_player_archetype(archetype* at) 410get_player_archetype (archetype *at)
348{ 411{
349 archetype *start = at; 412 // archetypes could have been reloaded
350 for (;;) { 413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 414
352 at=first_archetype; 415 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 416 return at;
357 if (at == start) { 417
358 LOG (llevError, "No Player archetypes\n"); 418 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 419
360 } 420 for (;;)
361 } 421 {
362} 422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
363 426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430}
364 431
432object *
365object *get_nearest_player(object *mon) { 433get_nearest_player (object *mon)
434{
366 object *op = NULL; 435 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 436 objectlink *ol;
369 unsigned lastdist; 437 unsigned lastdist;
370 rv_vector rv; 438 rv_vector rv;
371 439
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 441 {
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)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 443 continue;
399 444
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) { 445 if (lastdist > rv.distance)
409 op=pl->ob; 446 {
447 op = ol->ob;
410 lastdist=rv.distance; 448 lastdist = rv.distance;
449 }
411 } 450 }
412 } 451
413 } 452 for_all_players (pl)
453 if (can_detect_enemy (mon, pl->ob, &rv))
454 if (lastdist > rv.distance)
455 {
456 op = pl->ob;
457 lastdist = rv.distance;
458 }
459
414#if 0 460#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 461 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 462#endif
417 return op; 463 return op;
418} 464}
419 465
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 466/* 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 467 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 468 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 482 * 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 483 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 484 * is probably not a good thing.
439 */ 485 */
440#define MAX_SPACES 50 486#define MAX_SPACES 50
441
442 487
443/* 488/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 489 * 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 490 * 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 491 * 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. 504 * 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, 505 * 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 506 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 507 * is blocking itself.
463 */ 508 */
509int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 510path_to_player (object *mon, object *pl, unsigned mindiff)
511{
465 rv_vector rv; 512 rv_vector rv;
466 sint16 x,y; 513 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 514 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 515 maptile *m, *lastmap;
469 516
470 get_rangevector(mon, pl, &rv, 0); 517 get_rangevector (mon, pl, &rv, 0);
471 518
472 if (rv.distance<mindiff) return 0; 519 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; 520 return 0;
725}
726 521
727void confirm_password(object *op) { 522 x = mon->x;
523 y = mon->y;
524 m = mon->map;
525 dir = rv.direction;
526 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 528
729 op->contr->write_buf[0]='\0'; 529 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 530 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 531 return 0;
732}
733 532
533 while (diff > 1 && max > 0)
534 {
535 lastx = x;
536 lasty = y;
537 lastmap = m;
538 x = lastx + freearr_x[dir];
539 y = lasty + freearr_y[dir];
540
541 mflags = get_map_flags (m, &m, x, y, &x, &y);
542 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
543
544 /* Space is blocked - try changing direction a little */
545 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
546 && (m == mon->map && blocked_link (mon, m, x, y))))
547 {
548 /* recalculate direction from last good location. Possible
549 * we were not traversing ideal location before.
550 */
551 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
552 if (rv.direction != dir)
553 {
554 /* OK - says direction should be different - lets reset the
555 * the values so it will try again.
556 */
557 x = lastx;
558 y = lasty;
559 m = lastmap;
560 dir = firstdir = rv.direction;
561 }
562 else
563 {
564 /* direct path is blocked - try taking a side step to
565 * either the left or right.
566 * Note increase the values in the loop below to be
567 * more than -1/1 respectively will mean the monster takes
568 * bigger detour. Have to be careful about these values getting
569 * too big (3 or maybe 4 or higher) as the monster may just try
570 * stepping back and forth
571 */
572 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573 {
574 if (i == 0)
575 continue; /* already did this, so skip it */
576 /* Use lastdir here - otherwise,
577 * since the direction that the creature should move in
578 * may change, you could get infinite loops.
579 * ie, player is northwest, but monster can only
580 * move west, so it does that. It goes some distance,
581 * gets blocked, finds that it should move north,
582 * can't do that, but now finds it can move east, and
583 * gets back to its original point. lastdir contains
584 * the last direction the creature has successfully
585 * moved.
586 */
587
588 x = lastx + freearr_x[absdir (lastdir + i)];
589 y = lasty + freearr_y[absdir (lastdir + i)];
590 m = lastmap;
591 mflags = get_map_flags (m, &m, x, y, &x, &y);
592 if (mflags & P_OUT_OF_MAP)
593 continue;
594 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
595 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
596 continue;
597 if (mflags & P_BLOCKSVIEW)
598 continue;
599
600 if (m == mon->map && blocked_link (mon, m, x, y))
601 break;
602 }
603 /* go through entire loop without finding a valid
604 * sidestep to take - thus, no valid path.
605 */
606 if (i == (DETOUR_AMOUNT + 1))
607 return 0;
608 diff--;
609 lastdir = dir;
610 max--;
611 if (!firstdir)
612 firstdir = dir + i;
613 } /* else check alternate directions */
614 } /* if blocked */
615 else
616 {
617 /* we moved towards creature, so diff is less */
618 diff--;
619 max--;
620 lastdir = dir;
621 if (!firstdir)
622 firstdir = dir;
623 }
624
625 if (diff <= 1)
626 {
627 /* Recalculate diff (distance) because we may not have actually
628 * headed toward player for entire distance.
629 */
630 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
632 }
633
634 if (diff > max)
635 return 0;
636 }
637
638 /* If we reached the max, didn't find a direction in time */
639 if (!max)
640 return 0;
641
642 return firstdir;
643}
644
645void
646give_initial_items (object *pl, treasurelist *items)
647{
648 if (pl->randomitems)
649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
650
651 for (object *next, *op = pl->inv; op; op = next)
652 {
653 next = op->below;
654
655 /* Forces get applied per default, unless they have the
656 * flag "neutral" set. Sorry but I can't think of a better way
657 */
658 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
659 SET_FLAG (op, FLAG_APPLIED);
660
661 /* we never give weapons/armour if these cannot be used
662 * by this player due to race restrictions
663 */
664 if (pl->type == PLAYER)
665 {
666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
668 (op->type == ARMOUR || op->type == BOOTS
669 || op->type == CLOAK || op->type == HELMET
670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 {
674 op->destroy ();
675 continue;
676 }
677 }
678
679 /* Here we remove duplicated skills (as duplicated spell objects have
680 * _very_ confusing effects for players), which could for instance be
681 * generated by bad treasurelists. - elmex
682 */
683 if (op->type == SKILL)
684 {
685 for (object *tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name)
687 {
688 op->destroy ();
689 LOG (llevError,
690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
691 break;
692 }
693
694 if (op->nrof > 1)
695 op->nrof = 1;
696 }
697
698 if (op->type == SPELLBOOK && op->inv)
699 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
700
701 /* Give starting characters identified, uncursed, and undamned
702 * items. Just don't identify gold or silver, or it won't be
703 * merged properly.
704 */
705 if (need_identify (op))
706 {
707 SET_FLAG (op, FLAG_IDENTIFIED);
708 CLEAR_FLAG (op, FLAG_CURSED);
709 CLEAR_FLAG (op, FLAG_DAMNED);
710 }
711
712 if (op->type == SPELL)
713 {
714 op->destroy ();
715 continue;
716 }
717 else if (op->type == SKILL)
718 {
719 SET_FLAG (op, FLAG_CAN_USE_SKILL);
720 op->stats.exp = 0;
721 op->level = 1;
722 }
723 else /* lock all 'normal items by default */
724 SET_FLAG (op, FLAG_INV_LOCKED);
725 } /* for loop of objects in player inv */
726
727 /* Need to set up the skill pointers */
728 pl->contr->link_skills ();
729}
730
731void
734void get_party_password(object *op, partylist *party) { 732get_party_password (object *op, partylist *party)
733{
735 if (party == NULL) { 734 if (party == NULL)
735 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 736 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 737 return;
738 } 738 }
739
739 op->contr->write_buf[0]='\0'; 740 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 741 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 742 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 743 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 744}
744
745 745
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747static int
747int roll_stat(void) { 748roll_stat (void)
749{
748 int a[4],i,j,k; 750 int a[4], i, j, k;
749 751
750 for(i=0;i<4;i++) 752 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 753 a[i] = (int) rndm (6) + 1;
752 754
753 for(i=0,j=0,k=7;i<4;i++) 755 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 756 if (a[i] < k)
755 k=a[i],j=i; 757 k = a[i], j = i;
756 758
757 for(i=0,k=0;i<4;i++) { 759 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 760 if (i != j)
759 k+=a[i]; 761 k += a[i];
760 } 762
761 return k; 763 return k;
762} 764}
763 765
764void roll_stats(object *op) { 766void
767object::roll_stats ()
768{
769 int statsort [NUM_STATS];
770
771 for (;;)
772 {
765 int sum=0; 773 int sum = 0;
766 int i = 0, j = 0; 774 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 775 sum += statsort [i] = roll_stat ();
768 776
769 do { 777 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 778 break;
771 op->stats.Dex=roll_stat(); 779 }
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);
781 780
782 /* Sort the stats so that rerolling is easier... */ 781 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 782 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;
790 783
791 /* a quick and dirty bubblesort? */ 784 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]; 785 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];
810 786
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; 787 stats.exp = 0;
822 op->stats.ac=0; 788 stats.ac = 0;
823 789
790 stats.hp = stats.maxhp;
791 stats.sp = stats.maxsp;
792 stats.grace = stats.maxgrace;
793
794 if (contr)
795 {
824 op->contr->levhp[1] = 9; 796 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 797 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 798 contr->levgrace[1] = 3;
827 799
828 fix_player(op); 800 contr->orig_stats = stats;
801 }
802}
803
804void
805object::swap_stats (int a, int b)
806{
807 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
808
809 for (int i = 0; i < NUM_STATS; ++i)
810 stats.stat (i) = contr->orig_stats.stat (i);
811
812 //TODO: the following code looks so borked and should, at the very least,
813 // be merged with the similar code in roll_stats
814 stats.ac = 0;
815
816 level = 1;
817 stats.exp = 0;
818 stats.ac = 0;
819
829 op->stats.hp = op->stats.maxhp; 820 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 821 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 822 stats.grace = stats.maxgrace;
823
824 if (contr)
825 {
826 contr->levhp[1] = 9;
827 contr->levsp[1] = 6;
828 contr->levgrace[1] = 3;
829
832 op->contr->orig_stats=op->stats; 830 contr->orig_stats = stats;
831 }
833} 832}
834 833
835void Roll_Again(object *op) 834static void
835start_info (object *op)
836{ 836{
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]; 837 char buf[MAX_BUF];
845 838
846 if ( op->contr->Swap_First == -1 ) { 839 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); 840 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} 841}
954 842
955/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
959 * not the class. 847 * not the class.
960 */ 848 */
961 849void
962int key_change_class(object *op, char key) 850player::chargen_race_done ()
963{ 851{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
978 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
980 861
981 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
982 863
983 if (op->msg) { 864 if (ob->msg)
984 free_string(op->msg); 865 ob->msg = 0;
985 op->msg=NULL;
986 }
987 866
988 /* We create this now because some of the unique maps will need it
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); 867 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 869 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 870 esrv_send_inventory (ob, ob);
1002 fix_player(op); 871 ob->update_stats ();
1003 872
1004 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
1005 * is one for this race 874 * is one for this race
1006 */ 875 */
1007 if(*first_map_ext_path) { 876 if (*first_map_ext_path)
1008 object *tmp; 877 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 878 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"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 880}
1024 return 0;
1025 }
1026 881
882void
883player::chargen_race_next ()
884{
1027 /* Following actually changes the race - this is the default command 885 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 886 * if we don't match with one of the options above.
1029 */ 887 */
1030 888
1031 tmp_loop = 0; 889 do
1032 while(!tmp_loop) { 890 {
1033 const char *name = add_string (op->name); 891 shstr name = ob->name;
1034 int x = op->x, y = op->y; 892 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 893
1036 remove_ob (op); 894 ob->remove_statbonus ();
895 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 896 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 897 ob->arch->copy_to (ob);
1039 op->instantiate (); 898 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 899 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 900 ob->name = ob->name_pl = name;
1042 op->name = name; 901 ob->x = x;
1043 free_string(op->name_pl); 902 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 */ 903 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 904 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 905 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 906 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 } 907 }
908 while (!allowed_class (ob));
909
1056 update_object(op,UP_OBJ_FACE); 910 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 911 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 912 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 913 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 914 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 915 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} 916}
1067 917
1068int key_confirm_quit(object *op, char key) 918void
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) { 919flee_player (object *op)
920{
1114 int dir,diff; 921 int dir, diff;
1115 rv_vector rv; 922 rv_vector rv;
1116 923
1117 if(op->stats.hp < 0) { 924 if (op->stats.hp < 0)
925 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 928 return;
929 }
930
931 if (!op->enemy)
1121 } 932 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 935 return;
1127 } 936 }
1128 937
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)) { 938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
939 {
1140 op->enemy=NULL; 940 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 942 return;
1143 } 943 }
944
1144 get_rangevector(op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
1145 946
1146 dir=absdir(4+rv.direction); 947 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 948 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 } 949 {
950 int m = 1 - rndm (2) * 2;
951
952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
953 return;
954 }
955
1154 /* Cornered, get rid of scared */ 956 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 958 op->enemy = NULL;
1157} 959}
1158
1159 960
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 961/* 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 962 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 963 * stop.
1163 */ 964 */
965int
1164int check_pick(object *op) { 966check_pick (object *op)
967{
1165 object *tmp, *next; 968 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 969 int stop = 0;
1168 int j, k, wvratio; 970 int wvratio;
1169 char putstring[128], tmpstr[16];
1170
1171 971
1172 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1174 return 1; 974 return 1;
1175 975
1176 op_tag = op->count;
1177
1178 next = op->below; 976 next = op->below;
1179 if (next) 977
1180 next_tag = next->count; 978 int cnt = MAX_ITEM_PER_DROP;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 980
1182 /* loop while there are items on the floor that are not marked as 981 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 982 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 983 while (next && !next->destroyed ())
1185 { 984 {
1186 tmp = next; 985 tmp = next;
1187 next = tmp->below; 986 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 987
1191 if (was_destroyed (op, op_tag)) 988 if (cnt <= 0)
989 {
990 op->failmsg ("Couldn't pickup all items at once.");
991 return 0;
992 }
993
994 if (op->destroyed ())
1192 return 0; 995 return 0;
1193 996
1194 if ( ! can_pick (op, tmp)) 997 if (!can_pick (op, tmp))
1195 continue; 998 continue;
1196 999
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1001 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1003 CHK_PICK_PICKUP;
1004
1201 continue; 1005 continue;
1202 } 1006 }
1203 1007
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 1008 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1009 if (op->contr->mode & PU_DEBUG)
1241 { 1010 {
1242 /* some debugging code to figure out item information */ 1011 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1012 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1013 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1014 &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))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1015 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1016 &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)))); 1017
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1018 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 1019 }
1020
1021 if (op->contr->mode & PU_INHIBIT)
1022 return 1;
1023
1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1025 return 1;
1026
1281 /* philosophy: 1027 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1028 * 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 1029 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1030 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1031 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1032 * example.
1287 * The drawback: right now it has no frontend, so you need to 1033 * 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 1034 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1035 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 1038 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1039 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1040 * meaning if any test passes, the item gets picked up. */
1295 1041
1296 /* if mode is set to pick nothing up, return */ 1042 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1299 1045
1300 /* if mode is set to stop when encountering objects, return */ 1046 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1047 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1048 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1305 1051
1306 /* useful for going into stores and not losing your settings... */ 1052 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1053 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1054 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1310 1057
1311 /* prevent us from turning into auto-thieves :) */ 1058 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1313 1061
1314 /* ignore known cursed objects */ 1062 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1316 1065
1317 /* all food and drink if desired */ 1066 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1067 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1068 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1069 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1322 if(op->contr->mode & PU_DRINK) 1075 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1076 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; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1325 1081
1326 if(op->contr->mode & PU_POTION) 1082 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1083 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1329 1088
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1089 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1090 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1091 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1334 if(op->contr->mode & PU_SKILLSCROLL) 1097 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1098 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1337 if(op->contr->mode & PU_READABLES) 1104 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1340 1110
1341 /* wands/staves/rods/horns */ 1111 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1345 1118
1346 /* pick up all magical items */ 1119 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1120 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1121 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; } 1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1350 1126
1351 if(op->contr->mode & PU_VALUABLES) 1127 if (op->contr->mode & PU_VALUABLES)
1352 { 1128 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1129 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1355 } 1134 }
1356 1135
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1137 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1138 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* we don't forget dragon food */
1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1361 1151
1362 /* bows and arrows. Bows are good for selling! */ 1152 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1153 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1154 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1366 if(op->contr->mode & PU_ARROW) 1160 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1161 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1369 1166
1370 /* all kinds of armor etc. */ 1167 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1168 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1169 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1374 if(op->contr->mode & PU_HELMET) 1175 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1176 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1377 if(op->contr->mode & PU_SHIELD) 1182 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1183 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1380 if(op->contr->mode & PU_BOOTS) 1189 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1190 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1383 if(op->contr->mode & PU_GLOVES) 1196 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1197 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1386 if(op->contr->mode & PU_CLOAK) 1203 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1204 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1389 1209
1390 /* hoping to catch throwing daggers here */ 1210 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1211 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1394 1217
1395 /* careful: chairs and tables are weapons! */ 1218 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1219 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1220 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1221 if (tmp->type == WEAPON)
1399 { 1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1223 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1224 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1225 continue;
1403 } 1226 }
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 } 1227 }
1411 1228
1412 /* misc stuff that's useful */ 1229 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1230 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1416 1236
1417 /* any of the last 4 bits set means we use the ratio for value 1237 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1238 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1239 if (op->contr->mode & PU_RATIO)
1420 { 1240 {
1421 /* use value density to decide what else to grab */ 1241 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1242 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1243 /* >=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 */ 1244 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1245 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1246 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1247 {
1428 pick_up(op, tmp);
1429#if 0 1248#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1250 if (tmp->name != NULL)
1251 {
1432 fprintf(stderr,"%s", tmp->name); 1252 fprintf (stderr, "%s", tmp->name);
1433 } 1253 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1254 else
1255 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1258#endif
1438 continue; 1259 CHK_PICK_PICKUP;
1439 } 1260 continue;
1261 }
1262 } /* the new pickup model */
1440 } 1263 }
1441 } /* the new pickup model */ 1264
1442 }
1443 return ! stop; 1265 return !stop;
1444} 1266}
1445 1267
1446/* 1268/*
1447 * Find an arrow in the inventory and after that 1269 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1270 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1271 * found object is returned.
1450 */ 1272 */
1273object *
1451object *find_arrow(object *op, const char *type) 1274find_arrow (object *op, const char *type)
1452{ 1275{
1453 object *tmp = NULL; 1276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp);
1454 1279
1455 for(op=op->inv; op; op=op->below) 1280 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1281 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1282 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1283 {
1459 else if (op->type==ARROW && op->race==type) 1284 splay (tmp);
1285 return arrow;
1286 }
1287
1460 return op; 1288 return 0;
1461 return tmp;
1462} 1289}
1463 1290
1464/* 1291/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1292 * 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 1293 * 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 1294 * 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. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1296 */
1470 1297object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1299{
1473 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1475 1302
1476 if (!type) 1303 if (!type)
1477 return NULL; 1304 return NULL;
1478 1305
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1306 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1307 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1309 {
1310 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1484 if (i > betterby) { 1313 if (i > betterby)
1485 tmp = ntmp; 1314 {
1486 betterby = i; 1315 tmp = ntmp;
1487 } 1316 betterby = i;
1317 }
1318 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1319 else if (arrow->type == ARROW && arrow->race == type)
1320 {
1489 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1322 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1323 {
1492 if (arrow->attacktype & AT_DEATH) { 1324 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1325 {
1494 return arrow; 1326 *better = 100;
1495 } else { 1327 return arrow;
1496 tmp = arrow; 1328 }
1329 else
1330 {
1331 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1332 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1333 }
1499 } else { 1334 }
1335 else
1336 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1337 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1338 {
1501 attacktype = 1<<attacknum; 1339 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1340 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1341 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1342 {
1343 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1345 }
1507 } 1346 }
1347
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1349 {
1350 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1352 }
1353
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1355 {
1356 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1358 }
1359 }
1360 }
1516 } 1361 }
1517 } 1362
1518 }
1519 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1364 return find_arrow (op, type);
1521 1365
1522 *better = betterby; 1366 *better = betterby;
1523 return tmp; 1367 return tmp;
1524} 1368}
1525 1369
1526/* looks in a given direction, finds the first valid target, and calls 1370/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1371 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1372 * op = the shooter
1529 * type = bow->race 1373 * type = bow->race
1530 * dir = fire direction 1374 * dir = fire direction
1531 */ 1375 */
1532 1376object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1378{
1535 object *tmp = NULL; 1379 object *tmp = NULL;
1536 mapstruct *m; 1380 maptile *m;
1537 int i, mflags, found, number; 1381 int i, mflags, found, number;
1538 sint16 x, y; 1382 sint16 x, y;
1539 1383
1540 if (op->map == NULL) 1384 if (op->map == NULL)
1541 return find_arrow(op, type); 1385 return find_arrow (op, type);
1542 1386
1543 /* do a dex check */ 1387 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1388 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))) 1389 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1390 return find_arrow (op, type);
1547 1391
1548 m = op->map; 1392 m = op->map;
1549 x = op->x; 1393 x = op->x;
1550 y = op->y; 1394 y = op->y;
1551 1395
1552 /* find the first target */ 1396 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1397 for (i = 0, found = 0; i < 20; i++)
1398 {
1554 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1404 {
1559 break; 1405 tmp = 0;
1406 break;
1407 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1409 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1563 */ 1412 */
1564 tmp = NULL; 1413 tmp = 0;
1565 break; 1414 break;
1566 } 1415 }
1416
1567 if (mflags & P_IS_ALIVE) { 1417 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1420 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1421 }
1577 if (tmp == NULL) 1422
1423 if (!tmp)
1578 return find_arrow(op, type); 1424 return find_arrow (op, type);
1579 1425
1580 if (tmp->head) 1426 if (tmp->head)
1581 tmp = tmp->head; 1427 tmp = tmp->head;
1582 1428
1583 return find_better_arrow(op, tmp, type, &i); 1429 return find_better_arrow (op, tmp, type, &i);
1584} 1430}
1585 1431
1586/* 1432/*
1587 * Creature fires a bow - op can be monster or player. Returns 1433 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1434 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1437 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1438 * 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 1439 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1440 * player fire modes.
1595 */ 1441 */
1442int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1443fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1444{
1599 object *left, *bow; 1445 object *left, *bow;
1600 tag_t left_tag, tag; 1446 int mflags;
1601 int bowspeed, mflags; 1447 maptile *m;
1602 mapstruct *m;
1603 1448
1604 if (!dir) { 1449 if (!dir)
1450 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1452 return 0;
1453 }
1454
1455 if (op->contr)
1456 bow = op->current_weapon;
1457 else
1607 } 1458 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1459 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1460 /* 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. 1461 * don't need to switch back and forth between bows and weapons.
1614 */ 1462 */
1615 if(bow->type==BOW) 1463 if (bow->type == BOW)
1616 break; 1464 break;
1617 1465
1618 if (!bow) { 1466 if (!bow)
1467 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1469 return 0;
1621 } 1470 }
1471
1472 // optimisation: move object to top so we will find it quickly again
1473 splay (bow);
1622 } 1474 }
1475
1623 if( !bow->race || !bow->skill) { 1476 if (!bow->race || !bow->skill)
1477 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1479 return 0;
1626 } 1480 }
1627 1481
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) { 1482 if (arrow == NULL)
1483 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1484 if ((arrow = find_arrow (op, bow->race)) == NULL)
1485 {
1638 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1487 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 */ 1488 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1489 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1490 CLEAR_FLAG (op, FLAG_READY_BOW);
1491
1644 return 0; 1492 return 0;
1645 } 1493 }
1646 } 1494 }
1495
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1496 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1497 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1498 return 0;
1650 } 1499
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1500 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1501 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1502 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1503 return 0;
1654 } 1504 }
1655 1505
1656 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1507 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1510 arrow->destroy ();
1511 return 0;
1512 }
1662 1513
1663 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1515 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1516 if (!arrow)
1666 if (arrow == NULL) { 1517 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1519 return 0;
1669 return 0;
1670 } 1520 }
1671 set_owner(arrow, op); 1521
1672 if (arrow->skill) free_string(arrow->skill); 1522 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1523 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1524 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1525
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 */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1529 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1530
1691 /* Note that this was different for monsters - they got their level 1531#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1532 if (player *pl = op->contr)
1693 */
1694 1533 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1534 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1535
1536 /* penalize ROF for bestarrow */
1537 if (pl->bowtype == bow_bestarrow)
1538 speed *= .9f;
1539 else
1540 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1541
1542 op->speed_left += speed - op->speed;
1543 }
1544#endif
1545
1546 SET_ANIMATION (arrow, arrow->direction);
1547
1699 /* update the speed */ 1548 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1549 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]) + 1550 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1551
1705 if (arrow->speed < 1.0) 1552 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1553 arrow->speed_left = 0;
1709 1554
1555 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1556
1710 if (op->type == PLAYER) { 1557 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1558 {
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; 1559 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1560 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1561
1562 if (!arrow->slaying)
1563 arrow->slaying = op->slaying;
1564
1565 arrow->attacktype |= op->attacktype;
1566 }
1567 else
1568 {
1721 arrow->level = op->level; 1569 arrow->level = op->level;
1722 } 1570 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1571
1572 if (!arrow->slaying)
1573 arrow->slaying = bow->slaying;
1574
1724 arrow->attacktype |= bow->attacktype; 1575 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1576 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1577
1728 arrow->map = m; 1578 wc -= arrow->level;
1579 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1580
1581 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1582 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1583 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1584
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1585 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1586 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1587
1736 if (!was_destroyed(arrow, tag)) 1588 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1589 move_arrow (arrow);
1738 1590
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; 1591 return 1;
1746} 1592}
1747 1593
1748/* Special fire code for players - this takes into 1594/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1595 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1596 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1597 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1598 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1599 * hence the function name.
1754 */ 1600 */
1601int
1755int player_fire_bow(object *op, int dir) 1602player_fire_bow (object *op, int dir)
1756{ 1603{
1757 int ret=0, wcmod=0; 1604 int ret;
1758 1605
1759 if (op->contr->bowtype == bow_bestarrow) { 1606 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1607 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1608 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); 1609 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1611 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1612 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, 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1614 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1615 else if (op->contr->bowtype == bow_threewide)
1616 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1617 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)]); 1618 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)]); 1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1620 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1621 else if (op->contr->bowtype == bow_spreadshot)
1622 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1623 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); 1624 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); 1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1626 }
1777 } else { 1627 else
1628 {
1778 /* Simple case */ 1629 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1630 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1631 }
1632
1781 return ret; 1633 return ret;
1782} 1634}
1783
1784 1635
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1636/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1637 * Broken apart from 'fire' to keep it more readable.
1787 */ 1638 */
1639void
1788void fire_misc_object(object *op, int dir) 1640fire_misc_object (object *op, int dir)
1789{ 1641{
1790 object *item; 1642 object *item = op->contr->ranged_ob;
1791 1643
1792 if (!op->contr->ranges[range_misc]) { 1644 if (!item)
1645 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1647 return;
1795 } 1648 }
1796 1649
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1650 if (!item->inv)
1651 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1652 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1653 return;
1801 } 1654 }
1802 if (item->type == WAND) { 1655
1803 if(item->stats.food<=0) { 1656 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; 1657 return;
1807 } 1658
1659 if (item->type == WAND)
1660 {
1661 if (item->stats.food <= 0)
1662 {
1663 op->contr->play_sound (sound_find ("wand_poof"));
1664 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1665
1666 return;
1667 }
1668 }
1669 else if (item->type == ROD || item->type == HORN)
1670 {
1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1672
1673 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1676 {
1677 op->contr->play_sound (sound_find ("wand_poof"));
1678
1679 if (item->type == ROD)
1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1681 else
1682 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1683
1684 return;
1685 }
1686 }
1687
1688 if (cast_spell (op, item, dir, item->inv, NULL))
1689 {
1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1692 if (item->type == WAND)
1693 {
1694 if (!(--item->stats.food))
1695 {
1696 object *tmp;
1697
1698 if (item->arch)
1699 {
1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1701 item->face = item->arch->face;
1702 item->set_speed (0);
1703 }
1704
1705 if (object *pl = item->visible_to ())
1706 esrv_update_item (UPD_ANIM, pl, item);
1707 }
1708 }
1808 } else if (item->type == ROD || item->type==HORN) { 1709 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); 1710 drain_rod_charge (item);
1838 }
1839 } 1711 }
1840} 1712}
1841 1713
1842/* Received a fire command for the player - go and do it. 1714/* Received a fire command for the player - go and do it.
1843 */ 1715 */
1716bool
1844void fire(object *op,int dir) { 1717fire (object *op, int dir)
1718{
1845 int spellcost=0; 1719 int spellcost = 0;
1846 1720
1721 player *pl = op->contr;
1722
1723 if (pl->golem)
1724 {
1725 control_golem (op->contr->golem, dir);
1726 return false;
1727 }
1728
1729 object *ob = pl->ranged_ob;
1730
1731 if (!ob)
1732 return false;
1733
1734 if (op->speed_left > 0.f)
1735 --op->speed_left;
1736 else
1737 return false;
1738
1739 if (!op->change_weapon (ob))
1740 return false;
1741
1847 /* check for loss of invisiblity/hide */ 1742 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1743 if (action_makes_visible (op))
1744 make_visible (op);
1849 1745
1850 switch(op->contr->shoottype) { 1746 switch (ob->type)
1851 case range_none: 1747 {
1852 return; 1748 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1749 player_fire_bow (op, dir);
1856 return; 1750 break;
1857 1751
1858 case range_magic: /* Casting spells */ 1752 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1754 break;
1861 1755
1862 case range_misc: 1756 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 ); 1757 apply_map_builder (op, dir);
1887 return; 1758 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1759
1760 case SKILL:
1761 do_skill (op, op, ob, dir, 0);
1762 break;
1894 1763
1764 default:
1765 fire_misc_object (op, dir);
1766 break;
1767 }
1768
1769 return true;
1770}
1895 1771
1896/* find_key 1772/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1773 * 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 1774 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1775 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1777 * pl is the player,
1902 * inv is the objects inventory to searched 1778 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1779 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1780 * This function can be called recursively to search containers.
1905 */ 1781 */
1906 1782object *
1907object * find_key(object *pl, object *container, object *door) 1783find_key (object *pl, object *container, object *door)
1908{ 1784{
1909 object *tmp,*key; 1785 object *tmp, *key;
1910 1786
1911 /* Should not happen, but sanity checking is never bad */ 1787 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1788 if (!container->inv)
1789 return 0;
1913 1790
1914 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1793 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1794 if (door->type == DOOR && tmp->type == KEY)
1795 break;
1796
1917 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1919 */ 1799 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1801 break;
1922 } 1802 }
1803
1923 /* No key found - lets search inventories now */ 1804 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1805 /* 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 1806 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1807 * a key, return
1927 */ 1808 */
1928 if (!tmp) { 1809 if (!tmp)
1810 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1930 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1813 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1814 if ((key = find_key (pl, tmp, door)))
1815 return key;
1816
1817 if (!tmp)
1818 return 0;
1933 } 1819 }
1934 } 1820
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1821 /* 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 1822 * see if we actually want to use it
1939 */ 1823 */
1940 if (pl!=container) { 1824 if (pl != container)
1825 {
1941 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1827 if (!pl->contr)
1828 return 0;
1829
1943 /* cases where this fails: 1830 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1832 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1947 * containers can be used. 1834 * containers can be used.
1948 * If we only search keyrings and the container does not have 1835 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1836 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1837 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1838 * inv must have been an container and must have been active.
1952 * 1839 *
1953 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1954 * all the others. 1841 * all the others.
1955 */ 1842 */
1956 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1959 (!container->race || strcmp(container->race, "keys"))) 1846 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1848 "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; 1849 return NULL;
1965 } 1850 }
1966 } 1851 }
1852
1967 return tmp; 1853 return tmp;
1968} 1854}
1969 1855
1970/* moved door processing out of move_player_attack. 1856/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1857 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1858 * such that the caller should not do anything more,
1973 * 0 otherwise 1859 * 0 otherwise
1974 */ 1860 */
1861static int
1975static int player_attack_door(object *op, object *door) 1862player_attack_door (object *op, object *door)
1976{ 1863{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1864 /* 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 - 1865 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1866 * otherwise, we fall through to the rest of the code.
1981 */ 1867 */
1982 object *key=find_key(op, op, door); 1868 object *key = find_key (op, op, door);
1983 1869
1984 /* IF we found a key, do some extra work */ 1870 /* If we found a key, do some extra work */
1985 if (key) { 1871 if (key)
1872 {
1986 object *container=key->env; 1873 object *container = key->env;
1987 1874
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1875 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1876 make_visible (op);
1877
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1878 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1879 spring_trap (door->inv, op);
1880
1991 if (door->type == DOOR) { 1881 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1882 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1883 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1884 {
1996 "You open the door with the %s", query_short_name(key)); 1885 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1887 }
1888
1999 /* Do this after we print the message */ 1889 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1890 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1891
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
1893 }
2005 } else if (door->type==LOCKED_DOOR) { 1894 else if (door->type == LOCKED_DOOR)
1895 {
2006 /* Might as well return now - no other way to open this */ 1896 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1897 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1898 return 1;
2009 } 1899 }
1900
2010 return 0; 1901 return 0;
2011} 1902}
2012 1903
2013/* This function is just part of a breakup from move_player. 1904/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1905 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1906 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1907 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
2018 */ 1909 */
2019 1910bool
2020void move_player_attack(object *op, int dir) 1911move_player_attack (object *op, int dir)
2021{ 1912{
2022 object *tmp, *mon, *tpl; 1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 sint16 nx, ny; 1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
2024 int on_battleground; 1919 int on_battleground;
2025 mapstruct *m;
2026 1920
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2031 1923
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1924 on_battleground = op_on_battleground (op, 0, 0);
2033 1925
1926 if (out_of_map (op->map, nx, ny))
1927 return false;
1928
2034 /* If braced, or can't move to the square, and it is not out of the 1929 /* 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 1930 * 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 1931 * 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 1932 * 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 1933 * 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 1934 * 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 1935 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1936 * move_ob uses.
2042 */ 1937 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1938 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 1939
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1940 /* 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. 1941 * 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 1942 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1943 * on the space
2060 */ 1944 */
2061 while (tmp!=NULL) { 1945 object *mon;
2062 if (tmp == op) { 1946 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1947 {
2064 continue; 1948 if ((mon->flag [FLAG_ALIVE]
1949 || mon->type == LOCKED_DOOR
1950 || mon->flag [FLAG_CAN_ROLL])
1951 && mon != op)
1952 break;
2065 } 1953 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1954
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 */ 1955 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1956 return false; /* into a wall */
2077 1957
2078 if(mon->head != NULL)
2079 mon = mon->head; 1958 mon = mon->head_ ();
2080 1959
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1960 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1961 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1962 if (player_attack_door (op, mon))
1963 {
1964 --op->contr->weapon_sp_left;
1965 return true;
1966 }
2083 1967
2084 /* The following deals with possibly attacking peaceful 1968 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1969 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1970 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1971 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1972 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1973 * and thus will not push them.
2090 */ 1974 */
2091 1975
2092 /* If the creature is a pet, push it even if the player is not 1976 /* 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 1977 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1978 * player owns it and it is either friendly or unagressive.
2095 */ 1979 */
2096 if ((op->type==PLAYER) 1980 if (op->type == PLAYER
2097#if COZY_SERVER 1981 && ((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)) 1982 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1983 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1984 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1985 {
2109 /* If we're braced, we don't want to switch places with it */ 1986 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1987 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1988 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1989
1990 if (op->speed_left > 0.f)
1991 {
1992 --op->speed_left;
1993
1994 op->play_sound (sound_find ("push_player"));
1995 push_ob (mon, dir, op);
1996
1997 if (action_makes_visible (op))
1998 make_visible (op);
1999
2000 return true;
2001 }
2002 else
2003 return false;
2004 }
2005
2117 /* in certain circumstances, you shouldn't attack friendly 2006 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2007 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2008 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2009 * attack them either.
2121 */ 2010 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2011 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2012 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2013 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2014 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2015 && !on_battleground))
2016 {
2017 if (op->speed_left > 0.f)
2018 {
2019 --op->speed_left;
2020
2021 if (!op->contr->braced)
2131 )) { 2022 {
2132 if (!op->contr->braced) { 2023 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2024 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2025 }
2135 } else { 2026 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2028
2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2030 make_visible (op);
2031
2032 return true;
2033 }
2137 } 2034 }
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 2035 /* 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. 2036 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2037 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2038 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2039 {
2040 if (op->speed_left > 0.f)
2041 {
2042 --op->speed_left;
2043
2145 recursive_roll(mon,dir,op); 2044 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2045 if (action_makes_visible (op))
2147 } 2046 make_visible (op);
2148 2047
2048 return true;
2049 }
2050 }
2149 /* Any generic living creature. Including things like doors. 2051 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2052 * 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: 2053 * 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 2054 * 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. 2055 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2056 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2057 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2058 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2059 {
2060 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2061 {
2062 --op->contr->weapon_sp_left;
2159 2063
2160 /* If the player hasn't hit something this tick, and does 2064 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 2065
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2066 if (action_makes_visible (op))
2067 make_visible (op);
2068
2069 return true;
2070 }
2169 } 2071 }
2170 2072
2171 skill_attack(mon, op, 0, NULL, NULL); 2073 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} 2074}
2189 2075
2076bool
2190int move_player(object *op,int dir) { 2077move_player (object *op, int dir)
2078{
2191 int pick; 2079 int pick;
2192 object *transport = op->contr->transport;
2193 2080
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2081 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; 2082 return 0;
2083
2084 /* Sanity check: make sure dir is valid */
2085 if ((dir < 0) || (dir >= 9))
2086 {
2087 LOG (llevError, "move_player: invalid direction %d\n", dir);
2088 return 0;
2089 }
2090
2091 /* peterm: added following line */
2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2094
2095 op->facing = dir;
2096
2097 if (op->flag [FLAG_HIDDEN])
2098 do_hidden_move (op);
2099
2100 bool retval;
2101
2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2103 retval = RESULT_INT (0);
2104 else if (op->contr->fire_on)
2105 retval = fire (op, dir);
2106 else
2107 {
2108 retval = move_player_attack (op, dir);
2109 pick = check_pick (op);
2110 }
2111
2112 /* Add special check for newcs players and fire on - this way, the
2113 * server can handle repeat firing.
2114 */
2115 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2116 op->direction = dir;
2117 else
2118 op->direction = 0;
2119
2120 /* Update how the player looks. Use the facing, so direction may
2121 * get reset to zero. This allows for full animation capabilities
2122 * for players.
2123 */
2124 animate_object (op, op->facing);
2125
2126 return retval;
2256} 2127}
2257 2128
2258/* This is similar to handle_player, below, but is only used by the 2129/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2130 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2131 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2132 * the new speed values for commands.
2262 * 2133 *
2263 * Returns true if there are more actions we can do. 2134 * Returns true if there are more actions we can do. Should not do
2135 * many actions in a row, as that would be too unfair to other
2136 * players.
2264 */ 2137 */
2138bool
2265int handle_newcs_player(object *op) 2139handle_newcs_player (object *op)
2266{ 2140{
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)) { 2141 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 } 2142 {
2143 if (op->speed_left > 0.f)
2144 {
2145 --op->speed_left;
2146 flee_player (op);
2291 2147
2292 /* I've been seeing crashes where the golem has been destroyed, but 2148 return true;
2293 * the player object still points to the defunct golem. The code that 2149 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2150 else
2295 * put this in a a workaround to clean up the golem pointer. 2151 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 } 2152 }
2303 2153
2304 /* call this here - we also will call this in do_ericserver, but 2154 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2155 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2156 * called, so we recheck it here.
2307 */ 2157 */
2308 HandleClient(&op->contr->socket, op->contr); 2158 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2159 return true;
2310 2160
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2161 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); 2162 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2163
2321 else return 0; 2164 return false;
2322 } 2165}
2166
2167int
2168save_life (object *op)
2169{
2170 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2171 return 0;
2324}
2325 2172
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) 2173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2175 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2176 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2177 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2178
2338 if (op->contr) 2179 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2181
2343 if(op->stats.hp<0) 2182 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2183 op->stats.hp = op->stats.maxhp;
2184
2345 if(op->stats.food<0) 2185 if (op->stats.food < 0)
2346 op->stats.food = 999; 2186 op->stats.food = 999;
2347 fix_player(op); 2187
2188 op->update_stats ();
2348 return 1; 2189 return 1;
2349 } 2190 }
2191
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2192 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2194 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2195 return 0;
2354} 2196}
2355 2197
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2198/* 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 2199 * 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 2200 * function will descend into containers. op is the object to start the search
2359 * from. 2201 * from.
2360 */ 2202 */
2203static void
2361void remove_unpaid_objects(object *op, object *env) 2204drop_unpaid_items (object *op, object *env)
2362{ 2205{
2363 object *next;
2364
2365 while (op) { 2206 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2207 {
2367 * we remove object 'op' 2208 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2209
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2210 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2211 op->insert_at (env);
2371 op->x = env->x; 2212 else if (op->inv)
2372 op->y = env->y; 2213 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 2214
2215 op = next;
2216 }
2217}
2218
2219void
2220object::drop_unpaid_items ()
2221{
2222 if (!flag [FLAG_REMOVED])
2223 ::drop_unpaid_items (inv, this);
2224}
2382 2225
2383/* 2226/*
2384 * Returns pointer a static string containing gravestone text 2227 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2389 */ 2232 */
2233const char *
2390char *gravestone_text (object *op) 2234gravestone_text (object *op)
2391{ 2235{
2236 static dynbuf_text buf;
2237
2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2241 if (op->type == PLAYER)
2242 buf << " the " << op->contr->title;
2243
2244 buf << "\n\n";
2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2250 if (op->type == PLAYER)
2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2252
2253 {
2392 static char buf2[MAX_BUF]; 2254 static char buf2[128];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2255 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)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2416 strcat (buf2, buf); 2258 }
2259
2417 return buf2; 2260 return buf;
2418} 2261}
2419 2262
2420 2263void
2421
2422void do_some_living(object *op) { 2264do_some_living (object *op)
2265{
2423 int last_food=op->stats.food; 2266 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2267 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2268 int over_hp, over_sp, over_grace;
2426 int i; 2269 int i;
2427 int rate_hp = 1200; 2270 int rate_hp = 1200;
2428 int rate_sp = 2500; 2271 int rate_sp = 2500;
2429 int rate_grace = 2000; 2272 int rate_grace = 2000;
2430 const int max_hp = 1; 2273 const int max_hp = 1;
2431 const int max_sp = 1; 2274 const int max_sp = 1;
2432 const int max_grace = 1; 2275 const int max_grace = 1;
2433 2276
2434 if (op->contr->outputs_sync) { 2277 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2278 {
2436 if (op->contr->outputs[i].buf!=NULL && 2279 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2280 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2281 * depending on the value of invisible, so we need to
2282 * alternate it here for it to work correctly.
2283 */
2284 if (pticks & 2)
2285 op->invisible--;
2439 } 2286 }
2287 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2288 {
2289 if (!op->invisible--)
2290 {
2291 make_visible (op);
2292 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2293 }
2294 }
2440 2295
2441 if(op->contr->state==ST_PLAYING) { 2296 if (op->contr->ns->state == ST_PLAYING)
2442 2297 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2298 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2299 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) 2300 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2301 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2302 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2303 {
2304 gen_hp = op->stats.maxhp;
2305 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2306 }
2307
2308 if (op->contr->gen_sp >= 0)
2309 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2310 else
2311 {
2312 gen_sp = op->stats.maxsp;
2313 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2314 }
2315
2316 if (op->contr->gen_grace >= 0)
2317 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2318 else
2319 {
2320 gen_grace = op->stats.maxgrace;
2321 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2322 }
2323
2324 /* Regenerate Grace */
2325 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2326 if (--op->last_grace < 0)
2327 {
2328 if (op->stats.grace < op->stats.maxgrace / 2)
2329 op->stats.grace++; /* no penalty in food for regaining grace */
2330
2331 if (max_grace > 1)
2332 {
2333 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2334 if (over_grace > 0)
2335 {
2336 op->stats.sp += over_grace
2337 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2338 op->last_grace = 0;
2339 }
2340 else
2341 {
2342 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2343 }
2344 }
2345 else
2346 {
2347 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2348 }
2349 /* wearing stuff doesn't detract from grace generation. */
2350 }
2351
2352 if (op->stats.food > 0)
2353 {
2354 /* Regenerate Spell Points */
2355 if (!op->contr->golem && --op->last_sp < 0)
2356 {
2357 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2358
2359 if (op->stats.sp < op->stats.maxsp)
2360 {
2361 op->stats.sp++;
2362
2363 /* dms do not consume food */
2364 if (!QUERY_FLAG (op, FLAG_WIZ))
2365 {
2366 op->stats.food--;
2367
2368 if (op->contr->digestion < 0)
2369 op->stats.food += op->contr->digestion;
2370 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2371 op->stats.food = last_food;
2372 }
2373 }
2374
2375 if (max_sp > 1)
2376 {
2377 over_sp = (gen_sp + 10) / rate_sp;
2378 if (over_sp > 0)
2379 {
2380 if (op->stats.sp < op->stats.maxsp)
2381 {
2382 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2383
2384 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2385 op->stats.sp--;
2386
2387 if (op->stats.sp > op->stats.maxsp)
2388 op->stats.sp = op->stats.maxsp;
2389 }
2390
2391 op->last_sp = 0;
2392 }
2393 else
2394 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2395 }
2396 else
2397 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2398 }
2399
2400 /* Regenerate Hit Points */
2401 if (--op->last_heal < 0)
2402 {
2403 if (op->stats.hp < op->stats.maxhp)
2404 {
2405 op->stats.hp++;
2406
2407 /* dms do not consume food */
2408 if (!QUERY_FLAG (op, FLAG_WIZ))
2409 {
2410 op->stats.food--;
2411
2412 if (op->contr->digestion < 0)
2413 op->stats.food += op->contr->digestion;
2414 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2415 op->stats.food = last_food;
2416 }
2417 }
2418
2419 if (max_hp > 1)
2420 {
2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2422
2423 if (over_hp > 0)
2424 {
2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2426 op->last_heal = 0;
2427 }
2428 else
2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2430 }
2431 else
2432 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2433 }
2434 }
2435
2436 /* Digestion */
2437 if (--op->last_eat < 0)
2438 {
2439 int bonus = max (0, op->contr->digestion),
2440 penalty = max (0, -op->contr->digestion);
2441
2442 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2443
2561 /* dms do not consume food */ 2444 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2445 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2446 op->stats.food--;
2564 } 2447 }
2565 2448
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2450 {
2451 object *flesh = 0;
2568 2452
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2453 for_inv_removable (op, tmp)
2454 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2455 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2456 continue;
2457
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2458 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."); 2459 {
2573 manual_apply(op,tmp,0); 2460 op->statusmsg ("You blindly grab for a bite of food. "
2461 "H<To prevent you from starving, you ate some random item from your backpack.>");
2462 manual_apply (op, tmp, 0);
2463
2574 if(op->stats.food>=0||op->stats.hp<0) 2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2465 break;
2576 } 2466 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2467 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2468 flesh = tmp;
2579 } /* end of for loop */ 2469 }
2470
2580 /* If player is still starving, it means they don't have any food, so 2471 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2472 * eat flesh instead.
2582 */ 2473 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2474 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."); 2475 {
2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2585 manual_apply(op,flesh,0); 2478 manual_apply (op, flesh, 0);
2586 } 2479 }
2587 } /* end if player is starving */
2588 2480
2589 while(op->stats.food<0&&op->stats.hp>0) 2481 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2482 if (op->stats.food < 0)
2591 2483 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2484 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2485 }
2486
2487 if (op->stats.food < 0)
2488 {
2489 op->stats.hp += op->stats.food;
2490 op->stats.food = 0;
2491
2492 if (op->stats.hp < 0)
2493 {
2494 op->contr->killer = archetype::get ("killer_starvation");
2495 op->contr->killer->destroy ();
2496 }
2497 }
2498
2499 /* killer should be set here already */
2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2501 kill_player (op);
2502 }
2503}
2597 2504
2598/* If the player should die (lack of hp, food, etc), we call this. 2505/* 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 2506 * 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 2507 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2508 * file.
2602 */ 2509 */
2510void
2603void kill_player(object *op) 2511kill_player (object *op)
2604{ 2512{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2513 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2514 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; 2515 int will_kill_again;
2614 archetype *at; 2516 archetype *at;
2615 object *tmp; 2517 object *tmp;
2616 2518
2617 if(save_life(op)) 2519 if (save_life (op))
2618 return; 2520 return;
2619 2521
2522 dynbuf_text deathtab;
2620 2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2559
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* 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. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2563 */
2625 if (op_on_battleground(op, &x, &y)) { 2564 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2565 {
2627 "You have been defeated in combat!"); 2566 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2567
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2570 {
2571 tmp->name = format ("%s's finger" , &op->name);
2572 tmp->name_pl = format ("%s's fingers", &op->name);
2573 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2578 );
2579 tmp->value = 0, tmp->type = 0;
2580 tmp->materialname = "organics";
2581 tmp->insert_at (op, tmp);
2655 { 2582 }
2656 sprintf(buf,"%s's finger",op->name); 2583
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*/ 2584 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2586 op->contr->braced = 0;
2672 return;
2673 }
2674 2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2589 return;
2590 }
2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2675 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2676 2596
2677 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2678 2598
2679 if(op->stats.food<0) { 2599 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 2600
2700 /* save the map location for corpse, gravestone*/ 2601 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2602 x = op->x;
2603 y = op->y;
2604 map = op->map;
2702 2605
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2606 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2607 * 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. 2608 * See the config.h file for a little more in depth detail about this.
2708 */ 2609 */
2709 2610
2710 /* Basically two ways to go - remove a stat permanently, or just 2611 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2612 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2613 * of death.
2713 */ 2614 */
2714#ifndef COZY_SERVER 2615#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2616 if (settings.balanced_stat_loss)
2617 {
2716 /* If stat loss is permanent, lose one stat only. */ 2618 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2619 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2620 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2621 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2622 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2623 little bit harder. */
2722 /* GD */ 2624 /* GD */
2723 if (settings.stat_loss_on_death) 2625 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2626 num_stats_lose = 1;
2725 else 2627 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2628 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2629 }
2630 else
2728 num_stats_lose = 1; 2631 num_stats_lose = 1;
2729 } 2632
2730 lost_a_stat = 0; 2633 lost_a_stat = 0;
2731 2634
2732 for (z=0; z<num_stats_lose; z++) { 2635 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2636 {
2637 i = rndm (NUM_STATS);
2734 2638
2735 if (settings.stat_loss_on_death) { 2639 if (settings.stat_loss_on_death)
2640 {
2736 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2642 * what he lost.
2738 */ 2643 */
2739 change_attr_value(&(op->stats), i,-1); 2644 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2645 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2646 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2647 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2648 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2649 lost_a_stat = 1;
2745 } else { 2650 }
2651 else
2652 {
2746 /* deplete a stat */ 2653 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2654 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2655 object *dep;
2656
2657 dep = present_arch_in_ob (deparch, op);
2658 if (!dep)
2749 2659 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2660 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2661 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 2662 }
2783 if (lose_this_stat) { 2663 lose_this_stat = 1;
2664 if (settings.balanced_stat_loss)
2665 {
2666 /* GD */
2667 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2668 this_stat = get_attr_value (&(dep->stats), i);
2669 if (this_stat < 0)
2670 {
2671 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2672 int keep_chance = this_stat * this_stat;
2673
2674 /* Yes, I am paranoid. Sue me. */
2675 if (keep_chance < 1)
2676 keep_chance = 1;
2677
2678 /* There is a maximum depletion total per level. */
2679 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2680 {
2681 lose_this_stat = 0;
2682 /* Take loss chance vs keep chance to see if we
2683 retain the stat. */
2684 }
2685 else
2686 {
2687 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2688 lose_this_stat = 0;
2689 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2690 this_stat, keep_chance, loss_chance,
2691 lose_this_stat?"LOSE":"KEEP"); */
2692 }
2693 }
2694 }
2695
2696 if (lose_this_stat)
2697 {
2698 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2702 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2703 * difference.
2790 */ 2704 */
2791 if (this_stat>=-50) { 2705 if (this_stat >= -50)
2706 {
2792 change_attr_value(&(dep->stats), i, -1); 2707 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2708 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2709 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2710 op->update_stats ();
2796 lost_a_stat = 1; 2711 lost_a_stat = 1;
2797 } 2712 }
2798 } 2713 }
2714 }
2799 } 2715 }
2800 } 2716
2801 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2718 if (!lost_a_stat)
2803 { 2719 {
2804 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2722 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2723
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2724 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2726 else
2811 else 2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2728 }
2729#else
2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2731#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 2732
2819 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2734 * exp loss on the stone.
2821 */ 2735 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2739 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); 2740 &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; 2741 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2743
2836 /**************************************/ 2744 /**************************************/
2837 /* */ 2745 /* */
2838 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2747 /* */
2842 /**************************************/ 2748 /**************************************/
2843 2749
2844 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */
2846 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op);
2848 if (tmp) {
2849 remove_ob(tmp);
2850 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 }
2853
2854 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op);
2856 if (tmp) {
2857 remove_ob(tmp);
2858 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 }
2861 cure_disease(op,0); /* remove any disease */
2862
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2751 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2752
2870 /* 2753 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2754 * 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 2755 * and put them back in the map.
2873 * in the map. 2756 */
2874 */ 2757 op->drop_unpaid_items ();
2875 2758
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 /****************************************/ 2759 /****************************************/
2885 /* */ 2760 /* */
2886 /* Move player to his current respawn- */ 2761 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2762 /* position (usually last savebed) */
2888 /* */ 2763 /* */
2889 /****************************************/ 2764 /****************************************/
2890 2765
2891 enter_player_savebed(op); 2766 enter_player_savebed (op);
2892 2767
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2768 op->contr->braced = 0;
2897 save_player(op,1);
2898 2769
2899 /* it is possible that the player has blown something up 2770 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2771 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2772 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2773 * on the space that might harm the player.
2903 */ 2774 */
2904 will_kill_again=0; 2775 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2777 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2778 will_kill_again |= tmp->attacktype;
2908 } 2779
2909 if (will_kill_again) { 2780 if (will_kill_again)
2781 {
2910 object *force; 2782 object *force;
2911 int at; 2783 int at;
2912 2784
2913 force=get_archetype(FORCE_NAME); 2785 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2786 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2787 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2788 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2789 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2790 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2792 force->resist[at] = 100;
2921 } 2793
2922 insert_ob_in_ob(force, op); 2794 insert_ob_in_ob (force, op);
2923 fix_player(op); 2795 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932
2933 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 } 2796 }
2982 }
2983 play_again(op);
2984 2797
2985 /* peterm: added to create a corpse at deathsite. */ 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
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} 2799}
2999 2800
3000 2801void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2802loot_object (object *op)
2803{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2804 object *tmp, *tmp2, *next;
3003 2805
3004 if (op->container) { /* close open sack first */ 2806 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2807
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2808 for (tmp = op->inv; tmp; tmp = next)
2809 {
3009 next=tmp->below; 2810 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2811
3011 remove_ob(tmp); 2812 if (tmp->invisible)
2813 continue;
2814
2815 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2816 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2817
3014 loot_object(tmp); 2818 if (tmp->type == CONTAINER)
3015 } 2819 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2820
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2821 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2822 {
3018 if(tmp->nrof>1) { 2823 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2824 {
3020 free_object(tmp2); 2825 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2826 insert_ob_in_map (tmp, op->map, NULL, 0);
2827 }
2828 else
2829 tmp->destroy ();
2830 }
3022 } else 2831 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2832 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2833 }
3027} 2834}
3028 2835
3029/* 2836/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2837 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2838 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2839 * was changed.
3033 */ 2840 */
3034 2841void
3035void fix_weight(void) { 2842fix_weight (void)
3036 player *pl; 2843{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2844 for_all_players (pl)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2845 {
3039 if(old == sum) 2846 sint32 old = pl->ob->carrying;
3040 continue; 2847
3041 fix_player(pl->ob); 2848 pl->ob->update_weight ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2849
3043 pl->ob->name, old, sum); 2850 if (old != pl->ob->carrying)
2851 {
2852 pl->ob->update_stats ();
2853 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2854 }
3044 } 2855 }
3045} 2856}
3046 2857
2858void
3047void fix_luck(void) { 2859fix_luck (void)
3048 player *pl; 2860{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2861 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2862 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2863 pl->ob->change_luck (0);
3052} 2864}
3053
3054 2865
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2866/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2867 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2868 * just treat this as any other spell casting object.
3058 */ 2869 */
3059
3060void 2870void
3061cast_dust (object * op, object * throw_ob, int dir) 2871cast_dust (object *op, object *throw_ob, int dir)
3062{ 2872{
3063 object *skop, *spob; 2873 object *skop, *spob;
3064 2874
3065 skop = find_skill_by_name (op, throw_ob->skill); 2875 skop = find_skill_by_name (op, throw_ob->skill);
3066 2876
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2877 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2878 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2879 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2880 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2881 return;
3073 } 2882 }
3074 2883
3075 spob = throw_ob->inv; 2884 spob = throw_ob->inv;
3076 2885
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2886 // 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 2887 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2888 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2889 if (!spob)
3081 { 2890 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2891 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; 2892 return;
3085 } 2893 }
3086 2894
3087 if (op->type == PLAYER) 2895 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2896 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2897
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2898 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2899
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2900 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2901}
3096 2902
2903void
3097void make_visible (object *op) { 2904make_visible (object *op)
3098 op->hide = 0; 2905{
2906 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2907 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 2908
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) 2909 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2910 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2911 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2912 op->contr->invis_race = 0;
2913 }
2914
2915 update_object (op, UP_OBJ_CHANGE);
2916}
2917
2918int
2919is_true_undead (object *op)
2920{
2921 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2922 return 1;
2923
3116 return 0; 2924 return 0;
3117} 2925}
3118 2926
3119/* look at the surrounding terrain to determine 2927/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2928 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2929 * indicate greater hideability.
3122 */ 2930 */
3123 2931int
3124int hideability(object *ob) { 2932hideability (object *ob)
2933{
3125 int i,level=0, mflag; 2934 int i, level = 0, mflag;
3126 sint16 x,y; 2935 sint16 x, y;
3127 2936
3128 if(!ob||!ob->map) return 0; 2937 if (!ob || !ob->map)
2938 return 0;
3129 2939
3130 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3132 2942
3133 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2946 if (ob->has_carried_lights ())
2947 level = -(10 + (2 * ob->map->darklevel ()));
3137 2948
3138 /* scan through all nearby squares for terrain to hide in */ 2949 /* 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]) { 2950 for (i = 0, x = ob->x, y = ob->y;
2951 i <= SIZEOFFREE1;
2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2953 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2954 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2955 if (mflag & P_OUT_OF_MAP)
2956 continue;
2957
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2958 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2959 level += 2;
3144 else /* open terrain! */ 2960 else /* open terrain! */
3145 level -= 1; 2961 level -= 1;
3146 } 2962 }
3147 2963
3148#if 0 2964#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2965 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2966#endif
3151 return level; 2967 return level;
3152} 2968}
3153 2969
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2970/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2971 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2972 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2974 */
3159 2975void
3160void do_hidden_move (object *op) { 2976do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2977{
3162 object *skop; 2978 int hide = 0;
3163 2979
3164 if(!op || !op->map) return; 2980 if (!op || !op->map)
2981 return;
3165 2982
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2983 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2984 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2985
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2986 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2987 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2988 if (!skop || num >= skop->level)
2989 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2990 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2991 make_visible (op);
3173 return; 2992 return;
3174 } else num += 20;
3175 } 2993 }
2994 else
2995 num += 20;
2996
3176 num += op->map->difficulty; 2997 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2998 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2999 num -= hide;
3000
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3002 {
3180 make_visible(op); 3003 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3004
3182 "You moved out of hiding! You are visible!"); 3005 if (op->type == PLAYER)
3006 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3007 }
3184 else if (op->type == PLAYER && skop) { 3008 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3009 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3010}
3188 3011
3189/* determine if who is standing near a hostile creature. */ 3012/* determine if who is standing near a hostile creature. */
3190 3013
3014int
3191int stand_near_hostile( object *who ) { 3015stand_near_hostile (object *who)
3016{
3192 object *tmp=NULL; 3017 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3018 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3019 maptile *m;
3195 sint16 x,y; 3020 sint16 x, y;
3196 3021
3197 if(!who) return 0; 3022 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; 3023 return 0;
3024
3025 if (who->type == PLAYER)
3026 player = 1;
3027
3028 else
3029 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3030
3031 /* search adjacent squares */
3032 for (i = 1; i < 9; i++)
3033 {
3034 x = who->x + freearr_x[i];
3035 y = who->y + freearr_y[i];
3036 m = who->map;
3037 mflags = get_map_flags (m, &m, x, y, &x, &y);
3038 /* space must be blocked if there is a monster. If not
3039 * blocked, don't need to check this space.
3040 */
3041 if (mflags & P_OUT_OF_MAP)
3042 continue;
3043 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3044 continue;
3045
3046 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3047 {
3048 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3049 return 1;
3050 else if (tmp->type == PLAYER)
3051 {
3052 /*don't let a hidden DM prevent you from hiding */
3053 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3054 return 1;
3055 }
3056 }
3057 }
3058 return 0;
3227} 3059}
3228 3060
3229/* check the player los field for viewability of the 3061/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3062 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3063 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3064 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3065 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3066 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3067 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3068 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3069 * 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. 3070 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3071 * -b.t.
3240 * This function is now map tiling safe. 3072 * This function is now map tiling safe.
3241 */ 3073 */
3242 3074int
3243int player_can_view (object *pl,object *op) { 3075player_can_view (object *pl, object *op)
3076{
3244 rv_vector rv; 3077 rv_vector rv;
3245 int dx,dy; 3078 int dx, dy;
3246 3079
3247 if(pl->type!=PLAYER) { 3080 if (pl->type != PLAYER)
3081 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3082 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; 3083 return -1;
3274 op = op->more;
3275 } 3084 }
3085
3086 if (!pl || !op)
3276 return 0; 3087 return 0;
3088
3089 op = op->head_ ();
3090
3091 get_rangevector (pl, op, &rv, 0x1);
3092
3093 /* starting with the 'head' part, lets loop
3094 * through the object and find if it has any
3095 * part that is in the los array but isn't on
3096 * a blocked los square.
3097 * we use the archetype to figure out offsets.
3098 */
3099 while (op)
3100 {
3101 dx = rv.distance_x + op->arch->x;
3102 dy = rv.distance_y + op->arch->y;
3103
3104 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3105 return 1;
3106
3107 op = op->more;
3108 }
3109
3110 return 0;
3277} 3111}
3278 3112
3279/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3282 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3283 * return 0. 3117 * return 0.
3284 */ 3118 */
3119int
3285int action_makes_visible (object *op) { 3120action_makes_visible (object *op)
3286 3121{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3123 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3289 return 0; 3131 return 0;
3132 }
3290 3133
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3134 if (op->contr && op->contr->tmp_invis == 0)
3135 return 0;
3292 3136
3293 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3139 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3296 return 1; 3141 return 1;
3297 } 3142 }
3298 } 3143 }
3144
3299 return 0; 3145 return 0;
3300} 3146}
3301 3147
3302/* op_on_battleground - checks if the given object op (usually 3148/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3149 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3150 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3151 * -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 3152 * 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 3153 * 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 3154 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3155 */
3156int
3310int op_on_battleground (object *op, int *x, int *y) { 3157op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3158{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3159 /* 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), 3160 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3161 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3162 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3163 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3164 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3165 for (object *tmp = op->below; tmp; tmp = tmp->below)
3166 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3167 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3168 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3169 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3170 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3171 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp))
3173 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3174 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3176 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3178 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3180 {
3181 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183
3184 return 1;
3185 }
3186 }
3187 }
3188
3189 if (x && y)
3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191
3332 return 1; 3192 return 1;
3333 } 3193 }
3334 } 3194 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3195 }
3340 } 3196
3341 }
3342 /* If we got here, did not find a battleground */ 3197 /* If we got here, did not find a battleground */
3343 return 0; 3198 return 0;
3344} 3199}
3345 3200
3346/* 3201/*
3350 * attributes: 3205 * attributes:
3351 * object *who the dragon player 3206 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3207 * int atnr the attack-number of the ability focus
3353 * int level ability level 3208 * int level ability level
3354 */ 3209 */
3210void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3211dragon_ability_gain (object *who, int atnr, int level)
3212{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3213 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3214 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3215 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3216 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3217 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3218 int i = 0, j = 0;
3362 3219
3363 /* get the appropriate treasurelist */ 3220 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3221 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3222 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3223 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3224 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3225 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3226 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3227 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3228 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3229
3373 if (trlist == NULL || who->type != PLAYER) 3230 if (trlist == NULL || who->type != PLAYER)
3374 return; 3231 return;
3375 3232
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3233 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3234
3378 3235 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3236 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3237 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3238 return;
3382 } 3239 }
3383 3240
3384 /* everything seems okay - now bring on the gift: */ 3241 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3242 item = tr->item;
3386 3243
3387 if (item->type == SPELL) { 3244 if (item->type == SPELL)
3245 {
3388 if (check_spell_known (who, item->name)) 3246 if (check_spell_known (who, item->name))
3389 return; 3247 return;
3390 3248
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3249 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); 3250 do_learn_spell (who, item, 0);
3393 return; 3251 return;
3394 } 3252 }
3395 3253
3396 /* grant direct spell */ 3254 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3255 if (item->type == SPELLBOOK)
3256 {
3398 if (!item->inv) { 3257 if (!item->inv)
3258 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3259 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3260 return;
3402 } 3261 }
3403 if (check_spell_known (who, item->inv->name)) 3262 if (check_spell_known (who, item->inv->name))
3404 return; 3263 return;
3405 if (item->invisible) { 3264 if (item->invisible)
3265 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3266 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); 3267 do_learn_spell (who, item->inv, 0);
3408 return; 3268 return;
3409 } 3269 }
3410 } 3270 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3271 else if (item->type == SKILL_TOOL && item->invisible)
3272 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3273 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3274 {
3413 3275
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3276 /* 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 3277 * 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, 3278 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3279 * but not all of them, he gets nothing.
3418 */ 3280 */
3419 if (!(skop->attacktype & item->attacktype)) { 3281 if (!(skop->attacktype & item->attacktype))
3282 {
3420 /* Give new attacktype */ 3283 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3284 skop->attacktype |= item->attacktype;
3422 3285
3423 /* always add physical if there's none */ 3286 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3287 skop->attacktype |= AT_PHYSICAL;
3425 3288
3426 if (item->msg != NULL) 3289 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3290 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3291
3429 /* Give player new face */ 3292 /* Give player new face */
3430 if (item->animation_id) { 3293 if (item->animation_id)
3294 {
3431 who->face = skop->face; 3295 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3296 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3297 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3298 who->last_anim = 0;
3435 who->state = 0; 3299 who->state = 0;
3436 animate_object(who, who->direction); 3300 animate_object (who, who->direction);
3437 } 3301 }
3302 }
3303 }
3438 } 3304 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3305 else if (item->type == FORCE)
3306 {
3442 /* forces in the treasurelist can alter the player's stats */ 3307 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3308 object *skin;
3309
3444 /* first get the dragon skin force */ 3310 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3311 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3312 ;
3447 if (skin == NULL) return; 3313
3448 3314 if (!skin)
3315 return;
3316
3449 /* adding new spellpath attunements */ 3317 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3318 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3319 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3320 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3321
3453 /* print message */ 3322 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3323 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3324 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3325 {
3457 if (j) 3326 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3327 {
3459 else 3328 if (j)
3460 j = 1; 3329 strcat (buf, " and ");
3330 else
3331 j = 1;
3461 strcat(buf, spellpathnames[i]); 3332 strcat (buf, spellpathnames[i]);
3462 } 3333 }
3463 } 3334 }
3464 strcat(buf,"."); 3335 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3336 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3337 }
3467 3338
3468 /* evtl. adding flags: */ 3339 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3340 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3341 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3342 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3343 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3344 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3345 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3346
3476 /* print message if there is one */ 3347 /* print message if there is one */
3477 if (item->msg != NULL) 3348 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3349 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3350 }
3351 else
3479 } 3352 {
3480 else {
3481 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3355 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); 3356 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3357 }
3488} 3358}
3489 3359
3490/** 3360/**
3491 * Unready an object for a player. This function does nothing if the object was 3361 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3362 * not readied.
3493 */ 3363 */
3364void
3494void player_unready_range_ob(player *pl, object *ob) { 3365player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3366{
3367 if (pl->ob->current_weapon == ob)
3368 pl->ob->current_weapon = 0;
3496 3369
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3370 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3371 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3372
3500 if (pl->shoottype == i) { 3373 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3374 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3375}
3376
3377sint8
3378player::darkness_at (maptile *map, int x, int y) const
3379{
3380 if (!ns)
3381 return LOS_BLOCKED;
3382
3383 int dx, dy;
3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3385 return LOS_BLOCKED;
3386
3387 x += dx - ns->current_x;
3388 y += dy - ns->current_y;
3389
3390 return blocked_los (x, y);
3391}
3392
3393void
3394player::infobox (const char *title, const char *msg, int color)
3395{
3396 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3397}
3398
3399void
3400player::statusmsg (const char *msg, int color)
3401{
3402 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3403}
3404
3405void
3406player::failmsg (const char *msg, int color)
3407{
3408 play_sound (sound_find ("generic_failure"));
3409 statusmsg (msg, color);
3410}
3411

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