ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.166 by root, Thu Aug 30 05:16:10 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190 enemy = 0; // sometimes keeps an extra refcount on itself
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
122 { 253 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 254 case SKILL:
124 break; 255 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; 256 break;
167 } 257
168 strncat(news+size,buf,HUGE_BUF-size); 258 case WAND:
169 size+=strlen(buf); 259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
170 } 268 }
171 } 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
172 291 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 292 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 293 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 294 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 295
181int playername_ok(const char *cp) { 296 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
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 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
227 300
228 /* Clears basically the entire player structure except 301 INVOKE_PLAYER (DISCONNECT, this);
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
234 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 337 * we deal with that below this point.
236 */ 338 */
237 p->party=NULL; 339 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 342
243#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 344
245#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
246 365 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
248 368 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 369
258 roll_stats(op); 370 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 371}
300 372
301 373player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 374{
305 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
306 op->x = -1; 376 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 377}
310 378
311/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
313 * mode. 381 * mode.
314 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
315 387
316int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 389
319 p=get_player(NULL); 390 pl->ob->roll_stats ();
320 p->socket = *ns; 391 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 392 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 393
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 394 set_first_map (pl->ob);
331 395
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 396 return pl;
339} 397}
340 398
341/* 399/*
342 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
345 */ 403 */
404archetype *
346archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
347{ 406{
348 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
349 for (;;) { 409 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 410 {
361} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
362 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
363 420
421object *
364object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
365 object *op = NULL; 424 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 425 objectlink *ol;
368 unsigned lastdist; 426 unsigned lastdist;
369 rv_vector rv; 427 rv_vector rv;
370 428
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 430 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 432 continue;
398 433
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
408 op=pl->ob; 435 {
436 op = ol->ob;
409 lastdist=rv.distance; 437 lastdist = rv.distance;
438 }
410 } 439 }
411 } 440
412 } 441 for_all_players (pl)
442 if (can_detect_enemy (mon, pl->ob, &rv))
443 if (lastdist > rv.distance)
444 {
445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
413#if 0 449#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 451#endif
416 return op; 452 return op;
417} 453}
418 454
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 456 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 473 * is probably not a good thing.
438 */ 474 */
439#define MAX_SPACES 50 475#define MAX_SPACES 50
440
441 476
442/* 477/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 494 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 495 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 496 * is blocking itself.
462 */ 497 */
498int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
464 rv_vector rv; 501 rv_vector rv;
465 sint16 x,y; 502 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
468 505
469 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
470 507
471 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 509 return 0;
724}
725 510
726void confirm_password(object *op) { 511 x = mon->x;
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 517
728 op->contr->write_buf[0]='\0'; 518 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 519 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 520 return 0;
731}
732 521
522 while (diff > 1 && max > 0)
523 {
524 lastx = x;
525 lasty = y;
526 lastmap = m;
527 x = lastx + freearr_x[dir];
528 y = lasty + freearr_y[dir];
529
530 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
532
533 /* Space is blocked - try changing direction a little */
534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
537 /* recalculate direction from last good location. Possible
538 * we were not traversing ideal location before.
539 */
540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
541 if (rv.direction != dir)
542 {
543 /* OK - says direction should be different - lets reset the
544 * the values so it will try again.
545 */
546 x = lastx;
547 y = lasty;
548 m = lastmap;
549 dir = firstdir = rv.direction;
550 }
551 else
552 {
553 /* direct path is blocked - try taking a side step to
554 * either the left or right.
555 * Note increase the values in the loop below to be
556 * more than -1/1 respectively will mean the monster takes
557 * bigger detour. Have to be careful about these values getting
558 * too big (3 or maybe 4 or higher) as the monster may just try
559 * stepping back and forth
560 */
561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
564 continue; /* already did this, so skip it */
565 /* Use lastdir here - otherwise,
566 * since the direction that the creature should move in
567 * may change, you could get infinite loops.
568 * ie, player is northwest, but monster can only
569 * move west, so it does that. It goes some distance,
570 * gets blocked, finds that it should move north,
571 * can't do that, but now finds it can move east, and
572 * gets back to its original point. lastdir contains
573 * the last direction the creature has successfully
574 * moved.
575 */
576
577 x = lastx + freearr_x[absdir (lastdir + i)];
578 y = lasty + freearr_y[absdir (lastdir + i)];
579 m = lastmap;
580 mflags = get_map_flags (m, &m, x, y, &x, &y);
581 if (mflags & P_OUT_OF_MAP)
582 continue;
583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
586 if (mflags & P_BLOCKSVIEW)
587 continue;
588
589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
591 }
592 /* go through entire loop without finding a valid
593 * sidestep to take - thus, no valid path.
594 */
595 if (i == (DETOUR_AMOUNT + 1))
596 return 0;
597 diff--;
598 lastdir = dir;
599 max--;
600 if (!firstdir)
601 firstdir = dir + i;
602 } /* else check alternate directions */
603 } /* if blocked */
604 else
605 {
606 /* we moved towards creature, so diff is less */
607 diff--;
608 max--;
609 lastdir = dir;
610 if (!firstdir)
611 firstdir = dir;
612 }
613
614 if (diff <= 1)
615 {
616 /* Recalculate diff (distance) because we may not have actually
617 * headed toward player for entire distance.
618 */
619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 }
622
623 if (diff > max)
624 return 0;
625 }
626
627 /* If we reached the max, didn't find a direction in time */
628 if (!max)
629 return 0;
630
631 return firstdir;
632}
633
634void
635give_initial_items (object *pl, treasurelist * items)
636{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641
642 for (op = pl->inv; op; op = next)
643 {
644 next = op->below;
645
646 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way
648 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650 SET_FLAG (op, FLAG_APPLIED);
651
652 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions
654 */
655 if (pl->type == PLAYER)
656 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
658 (op->type == ARMOUR || op->type == BOOTS ||
659 op->type == CLOAK || op->type == HELMET ||
660 op->type == SHIELD || op->type == GLOVES ||
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 {
663 op->destroy ();
664 continue;
665 }
666 }
667
668 /* This really needs to be better - we should really give
669 * a substitute spellbook. The problem is that we don't really
670 * have a good idea what to replace it with (need something like
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */
674 if (op->type == SPELLBOOK || op->type == SKILL)
675 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 {
684 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686 continue;
687 }
688
689 if (op->nrof > 1)
690 op->nrof = 1;
691 }
692
693 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697
698 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be
700 * merged properly.
701 */
702 if (need_identify (op))
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
709 {
710 op->destroy ();
711 continue;
712 }
713 else if (op->type == SKILL)
714 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0;
717 op->level = 1;
718 }
719 /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */
723
724 /* Need to set up the skill pointers */
725 link_player_skills (pl);
726}
727
728void
733void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
734 if (party == NULL) { 731 if (party == NULL)
732 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 734 return;
737 } 735 }
736
738 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 741}
743
744 742
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int
746int roll_stat(void) { 745roll_stat (void)
746{
747 int a[4],i,j,k; 747 int a[4], i, j, k;
748 748
749 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
751 751
752 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 753 if (a[i] < k)
754 k=a[i],j=i; 754 k = a[i], j = i;
755 755
756 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 757 if (i != j)
758 k+=a[i]; 758 k += a[i];
759 } 759
760 return k; 760 return k;
761} 761}
762 762
763void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
764 int sum=0; 770 int sum = 0;
765 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
767 773
768 do { 774 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 775 break;
770 op->stats.Dex=roll_stat(); 776 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 777
781 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 780
790 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 783
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 784 stats.exp = 0;
821 op->stats.ac=0; 785 stats.ac = 0;
822 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
823 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
826 796
827 fix_player(op); 797 contr->orig_stats = stats;
798 }
799}
800
801void
802object::swap_stats (int a, int b)
803{
804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
828 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
831 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
832} 829}
833 830
834void Roll_Again(object *op) 831static void
832start_info (object *op)
835{ 833{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
844 835
845 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 840}
953 841
954/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
958 * not the class. 846 * not the class.
959 */ 847 */
960 848void
961int key_change_class(object *op, char key) 849player::chargen_race_done ()
962{ 850{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
977 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
979 860
980 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
981 862
982 if (op->msg) { 863 if (ob->msg)
983 free_string(op->msg); 864 ob->msg = 0;
984 op->msg=NULL;
985 }
986 865
987 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
988 * to save here. 867 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 868 */
1029 869 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1101 next = mp->next; 873 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 874
1103 delete_map(mp); 875 start_info (ob);
1104 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1105 877 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob);
880 ob->update_stats ();
881
882 /* This moves the player to a different start map, if there
883 * is one for this race
884 */
885 if (*first_map_ext_path)
1107 } 886 {
1108 play_again(op); 887 object *tmp;
1109 return 1; 888 char mapname[MAX_BUF];
1110}
1111 889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else
901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
903
904void
905player::chargen_race_next ()
906{
907 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above.
909 */
910
911 do
912 {
913 shstr name = ob->name;
914 int x = ob->x, y = ob->y;
915
916 ob->remove_statbonus ();
917 ob->remove ();
918 ob->arch = get_player_archetype (ob->arch);
919 ob->arch->copy_to (ob);
920 ob->instantiate ();
921 ob->stats = ob->contr->orig_stats;
922 ob->name = ob->name_pl = name;
923 ob->x = x;
924 ob->y = y;
925 SET_ANIMATION (ob, 2); /* So player faces south */
926 insert_ob_in_map (ob, ob->map, ob, 0);
927 assign (ob->contr->title, ob->arch->object::name);
928 ob->add_statbonus ();
929 }
930 while (!allowed_class (ob));
931
932 update_object (ob, UP_OBJ_FACE);
933 esrv_update_item (UPD_FACE, ob, ob);
934 ob->update_stats ();
935 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0;
938}
939
940void
1112void flee_player(object *op) { 941flee_player (object *op)
942{
1113 int dir,diff; 943 int dir, diff;
1114 rv_vector rv; 944 rv_vector rv;
1115 945
1116 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 950 return;
1120 } 951 }
1121 952
1122 if(op->enemy==NULL) { 953 if (op->enemy == NULL)
954 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 955 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 957 return;
1126 } 958 }
1127 959
1128 /* Seen some crashes here. Since we don't store an 960 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 961 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 962 * actual enemy, and the object is recycled.
1131 */ 963 */
1132 if (op->enemy->map == NULL) { 964 if (op->enemy->map == NULL)
965 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 966 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 967 op->enemy = NULL;
1135 return; 968 return;
1136 } 969 }
1137 970
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
1139 op->enemy=NULL; 973 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 975 return;
1142 } 976 }
977
1143 get_rangevector(op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1144 979
1145 dir=absdir(4+rv.direction); 980 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 981 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 982 {
983 int m = 1 - (RANDOM () & 2);
984
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
986 return;
987 }
988
1153 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 991 op->enemy = NULL;
1156} 992}
1157
1158 993
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 996 * stop.
1162 */ 997 */
998int
1163int check_pick(object *op) { 999check_pick (object *op)
1000{
1164 object *tmp, *next; 1001 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1002 int stop = 0;
1167 int j, k, wvratio; 1003 int wvratio;
1168 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1169
1170 1005
1171 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1173 return 1; 1008 return 1;
1174 1009
1175 op_tag = op->count;
1176
1177 next = op->below; 1010 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1011
1181 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1013 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1184 { 1015 {
1185 tmp = next; 1016 tmp = next;
1186 next = tmp->below; 1017 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1018
1190 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1191 return 0; 1020 return 0;
1192 1021
1193 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1194 continue; 1023 continue;
1195 1024
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1026 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1028 pick_up (op, tmp);
1200 continue; 1029 continue;
1201 } 1030 }
1202 1031
1203 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1205 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1036 {
1207 case 1: pick_up (op, tmp); 1037 case 0:
1208 return 1; 1038 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1039 case 1:
1210 return 0; 1040 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1041 return 1;
1212 case 4: pick_up (op, tmp); 1042 case 2:
1213 break; 1043 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1044 return 0;
1215 stop = 1; 1045 case 3:
1216 break; 1046 return 0; /* stop before pickup */
1217 case 6: 1047 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 break;
1220 pick_up(op, tmp); 1050 case 5:
1221 break; 1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1222 1058
1223 case 7: 1059 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1061 pick_up (op, tmp);
1226 break; 1062 break;
1227 1063
1228 default: 1064 default:
1229 /* use value density */ 1065 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1068 pick_up (op, tmp);
1233 >= op->contr->mode) 1069 }
1234 pick_up(op,tmp); 1070 }
1235 } 1071 else
1236 } 1072 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1240 { 1075 {
1241 /* some debugging code to figure out item information */ 1076 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1077 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1080 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1083
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1251 1086
1252 sprintf(putstring,"...flags: "); 1087 /* philosophy:
1253 for(k=0;k<4;k++) 1088 * It's easy to grab an item type from a pile, as long as it's
1254 { 1089 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1090 * and selections, select-items should be used. This is a
1256 { 1091 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1092 * example.
1258 { 1093 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1094 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1095 * convert to decimal and then 'pickup <#>
1261 } 1096 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue;
1123
1124 /* ignore known cursed objects */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1126 continue;
1127
1128 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD)
1132 {
1133 pick_up (op, tmp);
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 {
1140 pick_up (op, tmp);
1141 continue;
1142 }
1143
1144 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION)
1146 {
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 {
1191 if (tmp->type == MONEY || tmp->type == GEM)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1301 }
1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1266#if 0 1323#if 0
1267 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1269 { 1326 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1328 }
1272 { 1329 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1333#endif
1334 continue;
1335 }
1336 }
1337 } /* the new pickup model */
1279 } 1338 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1339
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1340 return !stop;
1443} 1341}
1444 1342
1445/* 1343/*
1446 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1346 * found object is returned.
1449 */ 1347 */
1348object *
1450object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1451{ 1350{
1452 object *tmp = NULL; 1351 object *tmp = 0;
1453 1352
1454 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1459 return op; 1357 return op;
1358
1460 return tmp; 1359 return tmp;
1461} 1360}
1462 1361
1463/* 1362/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1367 */
1469 1368object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1370{
1472 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1474 1373
1475 if (!type) 1374 if (!type)
1476 return NULL; 1375 return NULL;
1477 1376
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1380 {
1381 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1383 if (i > betterby)
1484 tmp = ntmp; 1384 {
1485 betterby = i; 1385 tmp = ntmp;
1486 } 1386 betterby = i;
1387 }
1388 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1488 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1393 {
1491 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1395 {
1493 return arrow; 1396 *better = 100;
1494 } else { 1397 return arrow;
1495 tmp = arrow; 1398 }
1399 else
1400 {
1401 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1403 }
1498 } else { 1404 }
1405 else
1406 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408 {
1500 attacktype = 1<<attacknum; 1409 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1412 {
1413 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1415 }
1506 } 1416 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1418 {
1419 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1420 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1421 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1423 {
1424 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1425 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1426 }
1427 }
1428 }
1515 } 1429 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1431 return find_arrow (op, type);
1520 1432
1521 *better = betterby; 1433 *better = betterby;
1522 return tmp; 1434 return tmp;
1523} 1435}
1524 1436
1525/* looks in a given direction, finds the first valid target, and calls 1437/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1439 * op = the shooter
1528 * type = bow->race 1440 * type = bow->race
1529 * dir = fire direction 1441 * dir = fire direction
1530 */ 1442 */
1531 1443object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1533{ 1445{
1534 object *tmp = NULL; 1446 object *tmp = NULL;
1535 mapstruct *m; 1447 maptile *m;
1536 int i, mflags, found, number; 1448 int i, mflags, found, number;
1537 sint16 x, y; 1449 sint16 x, y;
1538 1450
1539 if (op->map == NULL) 1451 if (op->map == NULL)
1540 return find_arrow(op, type); 1452 return find_arrow (op, type);
1541 1453
1542 /* do a dex check */ 1454 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1456 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1457 return find_arrow (op, type);
1546 1458
1547 m = op->map; 1459 m = op->map;
1548 x = op->x; 1460 x = op->x;
1549 y = op->y; 1461 y = op->y;
1550 1462
1551 /* find the first target */ 1463 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1553 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1557 tmp = NULL; 1471 tmp = NULL;
1558 break; 1472 break;
1473 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1477 * perhaps a bad assumption.
1562 */ 1478 */
1563 tmp = NULL; 1479 tmp = NULL;
1564 break; 1480 break;
1565 } 1481 }
1566 if (mflags & P_IS_ALIVE) { 1482 if (mflags & P_IS_ALIVE)
1483 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1485 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1486 {
1570 break; 1487 found++;
1571 } 1488 break;
1489 }
1572 if (found) 1490 if (found)
1573 break; 1491 break;
1574 } 1492 }
1575 } 1493 }
1576 if (tmp == NULL) 1494 if (tmp == NULL)
1577 return find_arrow(op, type); 1495 return find_arrow (op, type);
1578 1496
1579 if (tmp->head) 1497 if (tmp->head)
1580 tmp = tmp->head; 1498 tmp = tmp->head;
1581 1499
1582 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1583} 1501}
1584 1502
1585/* 1503/*
1586 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1508 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1509 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1510 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1511 * player fire modes.
1594 */ 1512 */
1513int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1515{
1598 object *left, *bow; 1516 object *left, *bow;
1599 tag_t left_tag, tag; 1517 int mflags;
1600 int bowspeed, mflags; 1518 maptile *m;
1601 mapstruct *m;
1602 1519
1603 if (!dir) { 1520 if (!dir)
1521 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1606 } 1529 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1613 */ 1533 */
1614 if(bow->type==BOW) 1534 if (bow->type == BOW)
1615 break; 1535 break;
1616 1536
1617 if (!bow) { 1537 if (!bow)
1538 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1540 return 0;
1620 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1621 } 1550 }
1551
1622 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1555 return 0;
1625 } 1556 }
1626 1557
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1637 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1565 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1643 return 0; 1568 return 0;
1644 } 1569 }
1645 } 1570 }
1571
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1574 return 0;
1649 } 1575
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1579 return 0;
1653 } 1580 }
1654 1581
1655 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1584 {
1585 arrow->destroy ();
1586 return 0;
1587 }
1661 1588
1662 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1594 return 0;
1668 return 0;
1669 } 1595 }
1670 set_owner(arrow, op); 1596
1671 if (arrow->skill) free_string(arrow->skill); 1597 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1598 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1599 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1600
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1687 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1689 1607
1690 /* Note that this was different for monsters - they got their level 1608#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1692 */
1693 1610 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1698 /* update the speed */ 1625 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1627 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1628
1704 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1708 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1709 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1720 arrow->level = op->level; 1646 arrow->level = op->level;
1721 } 1647 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1723 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1653 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1654
1727 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1661
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1664
1735 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1666 move_arrow (arrow);
1737 1667
1738 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1741 else 1672 else
1742 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1743 } 1674 }
1675
1744 return 1; 1676 return 1;
1745} 1677}
1746 1678
1747/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1680 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1684 * hence the function name.
1753 */ 1685 */
1686int
1754int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1755{ 1688{
1756 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1757 1690
1758 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1692 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1694 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1698 wcmod = -1;
1699
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1701 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1713 }
1776 } else { 1714 else
1715 {
1777 /* Simple case */ 1716 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1718 }
1719
1780 return ret; 1720 return ret;
1781} 1721}
1782
1783 1722
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1786 */ 1725 */
1726void
1787void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1788{ 1728{
1789 object *item; 1729 object *item = op->contr->ranged_ob;
1790 1730
1791 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1734 return;
1794 } 1735 }
1795 1736
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1737 if (!item->inv)
1738 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1740 return;
1800 } 1741 }
1801 if (item->type == WAND) { 1742
1802 if(item->stats.food<=0) { 1743 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1744 return;
1806 } 1745
1746 if (item->type == WAND)
1747 {
1748 if (item->stats.food <= 0)
1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1753 return;
1754 }
1755 }
1807 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1810 if (item->type== ROD) 1762 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1764 else
1813 else 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1766
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1767 return;
1817 } 1768 }
1818 } 1769 }
1819 1770
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1823 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1824 object *tmp; 1777 {
1825 if (item->arch) { 1778 object *tmp;
1779
1780 if (item->arch)
1781 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1828 item->speed = 0; 1784 item->set_speed (0);
1829 update_ob_speed(item); 1785 }
1830 } 1786
1831 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1789 }
1834 } 1790 }
1835 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1792 drain_rod_charge (item);
1837 }
1838 } 1793 }
1839} 1794}
1840 1795
1841/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1842 */ 1797 */
1798bool
1843void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1844 int spellcost=0; 1801 int spellcost = 0;
1845 1802
1846 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1848 1806
1849 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1808
1853 case range_bow: 1809 if (pl->golem)
1854 player_fire_bow(op, dir); 1810 {
1855 return; 1811 control_golem (op->contr->golem, dir);
1856 1812 return false;
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1813 }
1872 else 1814
1873 control_golem(op->contr->ranges[range_golem], dir); 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1874 return; 1818 return false;
1875 1819
1876 case range_skill: 1820 if (!op->change_weapon (ob))
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1821 return false;
1884 case range_builder: 1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1831 player_fire_bow (op, dir);
1832 break;
1833
1834 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1836 break;
1837
1838 case BUILDER:
1885 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1886 return; 1840 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1893 1845
1846 default:
1847 fire_misc_object (op, dir);
1848 break;
1849 }
1850
1851 return true;
1852}
1894 1853
1895/* find_key 1854/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1859 * pl is the player,
1901 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1904 */ 1863 */
1905 1864object *
1906object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1907{ 1866{
1908 object *tmp,*key; 1867 object *tmp, *key;
1909 1868
1910 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1912 1872
1913 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1916 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1918 */ 1880 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1882 break;
1921 } 1883 }
1884
1922 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1888 * a key, return
1926 */ 1889 */
1927 if (!tmp) { 1890 if (!tmp)
1891 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1929 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1896 {
1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1899 }
1900 }
1901
1902 if (!tmp)
1903 return NULL;
1932 } 1904 }
1933 } 1905
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1907 * see if we actually want to use it
1938 */ 1908 */
1939 if (pl!=container) { 1909 if (pl != container)
1910 {
1940 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1942 /* cases where this fails: 1914 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1916 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1946 * containers can be used. 1918 * containers can be used.
1947 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1951 * 1923 *
1952 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1953 * all the others. 1925 * all the others.
1954 */ 1926 */
1955 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1930 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1933 return NULL;
1964 } 1934 }
1965 } 1935 }
1936
1966 return tmp; 1937 return tmp;
1967} 1938}
1968 1939
1969/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1972 * 0 otherwise 1943 * 0 otherwise
1973 */ 1944 */
1945static int
1974static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1975{ 1947{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1980 */ 1951 */
1981 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1982 1953
1983 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1984 if (key) { 1955 if (key)
1956 {
1985 object *container=key->env; 1957 object *container = key->env;
1986 1958
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1959 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1960 make_visible (op);
1961
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1963 spring_trap (door->inv, op);
1964
1990 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1995 "You open the door with the %s", query_short_name(key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1971 }
1972
1998 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2001 if (container != op) 1976 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2003 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
2004 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
2005 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1985 return 1;
2008 } 1986 }
1987
2009 return 0; 1988 return 0;
2010} 1989}
2011 1990
2012/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2017 */ 1996 */
2018 1997bool
2019void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2020{ 1999{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2000 int on_battleground;
2024 mapstruct *m;
2025 2001
2026 nx=freearr_x[dir]+op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2028 2004
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2030 2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015
2031 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2023 * move_ob uses.
2039 */ 2024 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2025 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 2026
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2030 * on the space
2057 */ 2031 */
2058 while (tmp!=NULL) { 2032 object *mon;
2059 if (tmp == op) { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2034 {
2061 continue; 2035 if ((mon->flag [FLAG_ALIVE]
2036 || mon->type == LOCKED_DOOR
2037 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op)
2039 break;
2062 } 2040 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2041
2064 mon = tmp;
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2043 return false; /* into a wall */
2074 2044
2075 if(mon->head != NULL)
2076 mon = mon->head; 2045 mon = mon->head_ ();
2077 2046
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2052 return true;
2053 }
2080 2054
2081 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2060 * and thus will not push them.
2087 */ 2061 */
2088 2062
2089 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2092 */ 2066 */
2093 if ((op->type==PLAYER) 2067 if (op->type == PLAYER
2094#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2070 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2072 {
2106 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2074 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2075 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op);
2083
2084 if (op->contr->tmp_invis || op->hide)
2085 make_visible (op);
2086
2087 return true;
2088 }
2089 else
2090 return false;
2091 }
2092
2114 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2096 * attack them either.
2118 */ 2097 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2100 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 if (!op->contr->braced)
2128 )) { 2109 {
2129 if (!op->contr->braced) { 2110 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2112 }
2132 } else { 2113 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2115
2116 if (op->contr->tmp_invis || op->hide)
2117 make_visible (op);
2118
2119 return true;
2120 }
2134 } 2121 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2124 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2128 {
2129 --op->speed_left;
2130
2142 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2144 } 2133 make_visible (op);
2145 2134
2135 return true;
2136 }
2137 }
2146 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2143 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2146 {
2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 {
2149 --op->contr->weapon_sp_left;
2156 2150
2157 /* If the player hasn't hit something this tick, and does 2151 skill_attack (mon, op, 0, 0, 0);
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2152
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2153 if (action_makes_visible (op))
2154 make_visible (op);
2155
2156 return true;
2157 }
2166 } 2158 }
2167 2159
2168 skill_attack(mon, op, 0, NULL, NULL); 2160 return false;
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */
2185} 2161}
2186 2162
2163bool
2187int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2188 int pick; 2166 int pick;
2189 2167
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2169 return 0;
2170
2171 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9))
2173 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0;
2176 }
2177
2178 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181
2182 op->facing = dir;
2183
2184 if (op->hide)
2185 do_hidden_move (op);
2186
2187 bool retval;
2188
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on)
2192 retval = fire (op, dir);
2193 else
2194 {
2195 retval = move_player_attack (op, dir);
2196 pick = check_pick (op);
2197 }
2198
2199 /* Add special check for newcs players and fire on - this way, the
2200 * server can handle repeat firing.
2201 */
2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2203 op->direction = dir;
2204 else
2205 op->direction = 0;
2206
2207 /* Update how the player looks. Use the facing, so direction may
2208 * get reset to zero. This allows for full animation capabilities
2209 * for players.
2210 */
2211 animate_object (op, op->facing);
2212
2213 return retval;
2229} 2214}
2230 2215
2231/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2217 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2219 * the new speed values for commands.
2235 * 2220 *
2236 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2237 */ 2224 */
2225bool
2238int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2239{ 2227{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 } 2229 {
2230 if (op->speed_left > 0.f)
2231 {
2232 --op->speed_left;
2233 flee_player (op);
2264 2234
2265 /* I've been seeing crashes where the golem has been destroyed, but 2235 return true;
2266 * the player object still points to the defunct golem. The code that 2236 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2237 else
2268 * put this in a a workaround to clean up the golem pointer. 2238 return false;
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 } 2239 }
2276 2240
2277 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2243 * called, so we recheck it here.
2280 */ 2244 */
2281 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2246 return true;
2283 2247
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2250
2294 else return 0; 2251 return false;
2295 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2258 return 0;
2297}
2298 2259
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2263 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2265
2311 if (op->contr) 2266 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2268
2314 free_object(tmp); 2269 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2316 if(op->stats.hp<0) 2272 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2318 if(op->stats.food<0) 2275 if (op->stats.food < 0)
2319 op->stats.food = 999; 2276 op->stats.food = 999;
2320 fix_player(op); 2277
2278 op->update_stats ();
2321 return 1; 2279 return 1;
2322 } 2280 }
2281
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2285 return 0;
2327} 2286}
2328 2287
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2332 * from. 2291 * from.
2333 */ 2292 */
2293static void
2334void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2335{ 2295{
2336 object *next;
2337
2338 while (op) { 2296 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2297 {
2340 * we remove object 'op' 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2299
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2301 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2304
2305 op->insert_at (env);
2306 }
2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2310 op = next;
2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2355 2320
2356/* 2321/*
2357 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2362 */ 2327 */
2328char *
2363char *gravestone_text (object *op) 2329gravestone_text (object *op)
2364{ 2330{
2365 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2333 time_t now = time (NULL);
2368 2334
2369 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2338 else
2373 sprintf (buf, "%s\n", op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2342 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2345 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2349 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2354 strcat (buf2, buf);
2386 } 2355 }
2356
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2390 return buf2; 2361 return buf2;
2391} 2362}
2392 2363
2393 2364void
2394
2395void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2396 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2399 int i; 2370 int i;
2400 int rate_hp = 1200; 2371 int rate_hp = 1200;
2401 int rate_sp = 2500; 2372 int rate_sp = 2500;
2402 int rate_grace = 2000; 2373 int rate_grace = 2000;
2403 const int max_hp = 1; 2374 const int max_hp = 1;
2404 const int max_sp = 1; 2375 const int max_sp = 1;
2405 const int max_grace = 1; 2376 const int max_grace = 1;
2406 2377
2407 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2409 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2412 } 2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2413 2396
2414 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2415 2398 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2401 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2403 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2404 {
2405 gen_hp = op->stats.maxhp;
2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2407 }
2408
2409 if (op->contr->gen_sp >= 0)
2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2411 else
2412 {
2413 gen_sp = op->stats.maxsp;
2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2415 }
2416
2417 if (op->contr->gen_grace >= 0)
2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else
2420 {
2421 gen_grace = op->stats.maxgrace;
2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2423 }
2424
2425 /* Regenerate Grace */
2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2427 if (--op->last_grace < 0)
2428 {
2429 if (op->stats.grace < op->stats.maxgrace / 2)
2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2432 if (max_grace > 1)
2433 {
2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2435 if (over_grace > 0)
2436 {
2437 op->stats.sp += over_grace
2438 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2439 op->last_grace = 0;
2440 }
2441 else
2442 {
2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2445 }
2446 else
2447 {
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2449 }
2450 /* wearing stuff doesn't detract from grace generation. */
2451 }
2452
2453 if (op->stats.food > 0)
2454 {
2455 /* Regenerate Spell Points */
2456 if (!op->contr->golem && --op->last_sp < 0)
2457 {
2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2459
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2467 op->stats.food--;
2468
2469 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion;
2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2472 op->stats.food = last_food;
2473 }
2474 }
2475
2476 if (max_sp > 1)
2477 {
2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2505 {
2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 }
2532 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2534 }
2535 }
2536
2537 /* Digestion */
2538 if (--op->last_eat < 0)
2539 {
2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2542
2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544
2534 /* dms do not consume food */ 2545 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2547 op->stats.food--;
2537 } 2548 }
2538 2549
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2551 {
2552 object *tmp, *flesh = 0;
2541 2553
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2563 break;
2549 } 2564 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2566 flesh = tmp;
2552 } /* end of for loop */ 2567 } /* End if paid for object */
2568 } /* end of for loop */
2569
2553 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2571 * eat flesh instead.
2555 */ 2572 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2559 } 2577 }
2560 } /* end if player is starving */
2561
2562 while(op->stats.food<0&&op->stats.hp>0)
2563 op->stats.food++,op->stats.hp--;
2564
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2566 kill_player(op);
2567}
2568
2569 2578 }
2579
2580 if (op->stats.food < 0)
2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2585
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op);
2588 }
2589}
2570 2590
2571/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2594 * file.
2575 */ 2595 */
2596void
2576void kill_player(object *op) 2597kill_player (object *op)
2577{ 2598{
2578 char buf[MAX_BUF]; 2599 char buf[MAX_BUF];
2579 int x,y,i; 2600 int x, y;
2601
2602 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2603 maptile *map; /* this is for resurrection */
2604
2581 int z; 2605 /* int z;
2582 int num_stats_lose; 2606 int num_stats_lose;
2583 int lost_a_stat; 2607 int lost_a_stat;
2584 int lose_this_stat; 2608 int lose_this_stat;
2585 int this_stat; 2609 int this_stat; */
2586 int will_kill_again; 2610 int will_kill_again;
2587 archetype *at; 2611 archetype *at;
2588 object *tmp; 2612 object *tmp;
2589 2613
2590 if(save_life(op)) 2614 if (save_life (op))
2591 return; 2615 return;
2592 2616
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2620 */
2598 if (op_on_battleground(op, &x, &y)) { 2621 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2622 {
2600 "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2625
2603
2604 /* restore player */ 2626 /* restore player */
2605 at = find_archetype("poisoning"); 2627 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2629 {
2608 remove_ob(tmp); 2630 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2632 }
2612 2633
2613 at = find_archetype("confusion"); 2634 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2636 {
2616 remove_ob(tmp); 2637 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2639 }
2620 2640
2621 cure_disease(op,0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2643 if (op->stats.food <= 0)
2624 2644 op->stats.food = 999;
2645
2625 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2648 {
2629 sprintf(buf,"%s's finger",op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2650 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2654 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2655 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2656 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2657 tmp->insert_at (op, tmp);
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2658 }
2659
2642 /* teleport defeated player to new destination*/ 2660 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2662 op->contr->braced = 0;
2645 return; 2663 return;
2646 } 2664 }
2647 2665
2648 INVOKE_PLAYER (DEATH, op->contr); 2666 INVOKE_PLAYER (DEATH, op->contr);
2649 2667
2650 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2651 2669
2652 if(op->stats.food<0) { 2670 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2671 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2673 strcpy (op->contr->killer, "starvation");
2661 } 2674 }
2662 else { 2675 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2676 sprintf (buf, "%s died.", &op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2677
2678 op->contr->play_sound (sound_find ("player_dies"));
2679
2673 /* save the map location for corpse, gravestone*/ 2680 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2681 x = op->x;
2682 y = op->y;
2683 map = op->map;
2675 2684
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
2681 */ 2688 */
2682 2689
2683 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2692 * of death.
2686 */ 2693 */
2687#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2695 if (settings.balanced_stat_loss)
2696 {
2689 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2699 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2702 little bit harder. */
2695 /* GD */ 2703 /* GD */
2696 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2705 num_stats_lose = 1;
2698 else 2706 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2708 }
2709 else
2701 num_stats_lose = 1; 2710 num_stats_lose = 1;
2702 } 2711
2703 lost_a_stat = 0; 2712 lost_a_stat = 0;
2704 2713
2705 for (z=0; z<num_stats_lose; z++) { 2714 for (z = 0; z < num_stats_lose; z++)
2715 {
2706 i = RANDOM() % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
2707 2717
2708 if (settings.stat_loss_on_death) { 2718 if (settings.stat_loss_on_death)
2719 {
2709 /* Pick a random stat and take a point off it. Tell the player 2720 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2721 * what he lost.
2711 */ 2722 */
2712 change_attr_value(&(op->stats), i,-1); 2723 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2724 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2726 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2728 lost_a_stat = 1;
2718 } else { 2729 }
2730 else
2731 {
2719 /* deplete a stat */ 2732 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2733 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
2722 2738 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2739 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2740 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2741 }
2756 if (lose_this_stat) { 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
2744 {
2745 /* GD */
2746 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2747 this_stat = get_attr_value (&(dep->stats), i);
2748 if (this_stat < 0)
2749 {
2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2751 int keep_chance = this_stat * this_stat;
2752
2753 /* Yes, I am paranoid. Sue me. */
2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2759 {
2760 lose_this_stat = 0;
2761 /* Take loss chance vs keep chance to see if we
2762 retain the stat. */
2763 }
2764 else
2765 {
2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
2771 }
2772 }
2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2778 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2779 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2780 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2781 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2782 * difference.
2763 */ 2783 */
2764 if (this_stat>=-50) { 2784 if (this_stat >= -50)
2785 {
2765 change_attr_value(&(dep->stats), i, -1); 2786 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2787 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2789 op->update_stats ();
2769 lost_a_stat = 1; 2790 lost_a_stat = 1;
2770 } 2791 }
2771 } 2792 }
2793 }
2772 } 2794 }
2773 }
2774 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2796 if (!lost_a_stat)
2776 { 2797 {
2777 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2799 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2800 const char *god = determine_god (op);
2801
2780 if (god && (strcmp(god, "none"))) 2802 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2804 else
2783 " you.", god); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2806 }
2807#else
2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2809#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2810
2792 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2812 * exp loss on the stone.
2794 */ 2813 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2816 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2818 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2819 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2801 "who was killed\n" 2820 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2821 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2823
2809 /**************************************/ 2824 /**************************************/
2810 /* */ 2825 /* */
2811 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
2814 /* */ 2829 /* */
2815 /**************************************/ 2830 /**************************************/
2816 2831
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2832 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2833 /* restore player */
2819 at = find_archetype("poisoning"); 2834 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2835 tmp = present_arch_in_ob (at, op);
2836
2821 if (tmp) { 2837 if (tmp)
2822 remove_ob(tmp); 2838 {
2823 free_object(tmp); 2839 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2841 }
2826 2842
2827 at = find_archetype("confusion"); 2843 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2844 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2845 if (tmp)
2830 remove_ob(tmp); 2846 {
2831 free_object(tmp); 2847 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2849 }
2850
2834 cure_disease(op,0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2835 2852
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2854 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2855 if (op->stats.food < 100)
2856 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2860
2843 /* 2861 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
2846 * in the map. 2864 */
2847 */ 2865 op->drop_unpaid_items ();
2848 2866
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/ 2867 /****************************************/
2858 /* */ 2868 /* */
2859 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
2861 /* */ 2871 /* */
2862 /****************************************/ 2872 /****************************************/
2863 2873
2864 enter_player_savebed(op); 2874 enter_player_savebed (op);
2865 2875
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2876 op->contr->braced = 0;
2870 save_player(op,1);
2871 2877
2872 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2881 * on the space that might harm the player.
2876 */ 2882 */
2877 will_kill_again=0; 2883 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
2881 } 2887
2882 if (will_kill_again) { 2888 if (will_kill_again)
2889 {
2883 object *force; 2890 object *force;
2884 int at; 2891 int at;
2885 2892
2886 force=get_archetype(FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2895 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2896 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2898 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2900 force->resist[at] = 100;
2894 } 2901
2895 insert_ob_in_ob(force, op); 2902 insert_ob_in_ob (force, op);
2896 fix_player(op); 2903 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2904
2905 }
2906
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2908}
2972 2909
2973 2910void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2911loot_object (object *op)
2912{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2913 object *tmp, *tmp2, *next;
2976 2914
2977 if (op->container) { /* close open sack first */ 2915 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2916
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2917 for (tmp = op->inv; tmp; tmp = next)
2918 {
2982 next=tmp->below; 2919 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2920
2984 remove_ob(tmp); 2921 if (tmp->invisible)
2922 continue;
2923
2924 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2925 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2926
2987 loot_object(tmp); 2927 if (tmp->type == CONTAINER)
2988 } 2928 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2929
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2931 {
2991 if(tmp->nrof>1) { 2932 if (tmp->nrof > 1)
2933 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2935 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2936 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 }
2938 else
2939 tmp->destroy ();
2940 }
2995 } else 2941 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2943 }
3000} 2944}
3001 2945
3002/* 2946/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2949 * was changed.
3006 */ 2950 */
3007 2951void
3008void fix_weight(void) { 2952fix_weight (void)
3009 player *pl; 2953{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2954 for_all_players (pl)
2955 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2957
3012 if(old == sum) 2958 if (old == sum)
3013 continue; 2959 continue;
3014 fix_player(pl->ob); 2960 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 2962 }
3018} 2963}
3019 2964
2965void
3020void fix_luck(void) { 2966fix_luck (void)
3021 player *pl; 2967{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2968 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2970 pl->ob->change_luck (0);
3025} 2971}
3026
3027 2972
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3031 */ 2976 */
3032
3033void 2977void
3034cast_dust (object * op, object * throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3035{ 2979{
3036 object *skop, *spob; 2980 object *skop, *spob;
3037 2981
3038 skop = find_skill_by_name (op, throw_ob->skill); 2982 skop = find_skill_by_name (op, throw_ob->skill);
3039 2983
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2984 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2985 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2986 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2987 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2988 return;
3046 } 2989 }
3047 2990
3048 spob = throw_ob->inv; 2991 spob = throw_ob->inv;
3049 2992
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2993 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2994 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2995 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2996 if (!spob)
3054 { 2997 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2998 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2999 return;
3058 } 3000 }
3059 3001
3060 if (op->type == PLAYER) 3002 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3003 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3004
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3005 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3006
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3007 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3008}
3069 3009
3010void
3070void make_visible (object *op) { 3011make_visible (object *op)
3012{
3071 op->hide = 0; 3013 op->hide = 0;
3072 op->invisible = 0; 3014 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079 3015
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 3016 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3017 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3018 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3019 op->contr->invis_race = 0;
3020 }
3021
3022 update_object (op, UP_OBJ_CHANGE);
3023}
3024
3025int
3026is_true_undead (object *op)
3027{
3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3029 return 1;
3030
3089 return 0; 3031 return 0;
3090} 3032}
3091 3033
3092/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3036 * indicate greater hideability.
3095 */ 3037 */
3096 3038int
3097int hideability(object *ob) { 3039hideability (object *ob)
3040{
3098 int i,level=0, mflag; 3041 int i, level = 0, mflag;
3099 sint16 x,y; 3042 sint16 x, y;
3100 3043
3101 if(!ob||!ob->map) return 0; 3044 if (!ob || !ob->map)
3045 return 0;
3102 3046
3103 /* so, on normal lighted maps, its hard to hide */ 3047 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3048 level = ob->map->darkness - 2;
3105 3049
3106 /* this also picks up whether the object is glowing. 3050 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3051 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3052 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3053 if (has_carried_lights (ob))
3054 level = -(10 + (2 * ob->map->darkness));
3110 3055
3111 /* scan through all nearby squares for terrain to hide in */ 3056 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3057 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3058 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3059 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3060 if (mflag & P_OUT_OF_MAP)
3061 {
3062 continue;
3063 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3065 level += 2;
3117 else /* open terrain! */ 3066 else /* open terrain! */
3118 level -= 1; 3067 level -= 1;
3119 } 3068 }
3120 3069
3121#if 0 3070#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3071 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3072#endif
3124 return level; 3073 return level;
3125} 3074}
3126 3075
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3080 */
3132 3081void
3133void do_hidden_move (object *op) { 3082do_hidden_move (object *op)
3083{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3085 object *skop;
3136 3086
3137 if(!op || !op->map) return; 3087 if (!op || !op->map)
3088 return;
3138 3089
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3091
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3093 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3094 if (!skop || num >= skop->level)
3095 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3097 make_visible (op);
3146 return; 3098 return;
3147 } else num += 20;
3148 } 3099 }
3100 else
3101 num += 20;
3102
3149 num += op->map->difficulty; 3103 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3105 num -= hide;
3106
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 {
3153 make_visible(op); 3109 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3110 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3112 }
3157 else if (op->type == PLAYER && skop) { 3113 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3115}
3161 3116
3162/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3163 3118
3119int
3164int stand_near_hostile( object *who ) { 3120stand_near_hostile (object *who)
3121{
3165 object *tmp=NULL; 3122 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3124 maptile *m;
3168 sint16 x,y; 3125 sint16 x, y;
3169 3126
3170 if(!who) return 0; 3127 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3128 return 0;
3129
3130 if (who->type == PLAYER)
3131 player = 1;
3132
3133 else
3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3135
3136 /* search adjacent squares */
3137 for (i = 1; i < 9; i++)
3138 {
3139 x = who->x + freearr_x[i];
3140 y = who->y + freearr_y[i];
3141 m = who->map;
3142 mflags = get_map_flags (m, &m, x, y, &x, &y);
3143 /* space must be blocked if there is a monster. If not
3144 * blocked, don't need to check this space.
3145 */
3146 if (mflags & P_OUT_OF_MAP)
3147 continue;
3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149 continue;
3150
3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 {
3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154 return 1;
3155 else if (tmp->type == PLAYER)
3156 {
3157 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3159 return 1;
3160 }
3161 }
3162 }
3163 return 0;
3200} 3164}
3201 3165
3202/* check the player los field for viewability of the 3166/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3176 * -b.t.
3213 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3214 */ 3178 */
3215 3179int
3216int player_can_view (object *pl,object *op) { 3180player_can_view (object *pl, object *op)
3181{
3217 rv_vector rv; 3182 rv_vector rv;
3218 int dx,dy; 3183 int dx, dy;
3219 3184
3220 if(pl->type!=PLAYER) { 3185 if (pl->type != PLAYER)
3186 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3188 return -1;
3247 op = op->more;
3248 } 3189 }
3190
3191 if (!pl || !op)
3249 return 0; 3192 return 0;
3193
3194 op = op->head_ ();
3195
3196 get_rangevector (pl, op, &rv, 0x1);
3197
3198 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any
3200 * part that is in the los array but isn't on
3201 * a blocked los square.
3202 * we use the archetype to figure out offsets.
3203 */
3204 while (op)
3205 {
3206 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y;
3208
3209 /* only the viewable area the player sees is updated by LOS
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1;
3217
3218 op = op->more;
3219 }
3220
3221 return 0;
3250} 3222}
3251 3223
3252/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3226 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3227 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3228 * return 0.
3257 */ 3229 */
3230int
3258int action_makes_visible (object *op) { 3231action_makes_visible (object *op)
3259 3232{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3236 return 0;
3263 3237
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3265 3240
3266 /* If monsters, they should become visible */ 3241 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3245 return 1;
3270 } 3246 }
3271 } 3247 }
3248
3272 return 0; 3249 return 0;
3273} 3250}
3274 3251
3275/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3255 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3259 */
3260int
3283int op_on_battleground (object *op, int *x, int *y) { 3261op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3262{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3274 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3278 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3280 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3282 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3284 {
3285 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3288 return 1;
3289 }
3290 }
3291 }
3292
3293 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3305 return 1; 3296 return 1;
3306 } 3297 }
3307 } 3298 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3299 }
3313 } 3300
3314 }
3315 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3316 return 0; 3302 return 0;
3317} 3303}
3318 3304
3319/* 3305/*
3323 * attributes: 3309 * attributes:
3324 * object *who the dragon player 3310 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3311 * int atnr the attack-number of the ability focus
3326 * int level ability level 3312 * int level ability level
3327 */ 3313 */
3314void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3315dragon_ability_gain (object *who, int atnr, int level)
3316{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3317 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3318 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3319 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3320 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3322 int i = 0, j = 0;
3335 3323
3336 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3333
3346 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3347 return; 3335 return;
3348 3336
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3338
3351 3339 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3340 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3342 return;
3355 } 3343 }
3356 3344
3357 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3346 item = tr->item;
3359 3347
3360 if (item->type == SPELL) { 3348 if (item->type == SPELL)
3349 {
3361 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3362 return; 3351 return;
3363 3352
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3353 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3354 do_learn_spell (who, item, 0);
3366 return; 3355 return;
3367 } 3356 }
3368 3357
3369 /* grant direct spell */ 3358 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3359 if (item->type == SPELLBOOK)
3360 {
3371 if (!item->inv) { 3361 if (!item->inv)
3362 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3363 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3364 return;
3375 } 3365 }
3376 if (check_spell_known (who, item->inv->name)) 3366 if (check_spell_known (who, item->inv->name))
3377 return; 3367 return;
3378 if (item->invisible) { 3368 if (item->invisible)
3369 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3370 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3371 do_learn_spell (who, item->inv, 0);
3381 return; 3372 return;
3382 } 3373 }
3383 } 3374 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3375 else if (item->type == SKILL_TOOL && item->invisible)
3376 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3377 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378 {
3386 3379
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3380 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3381 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3382 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3383 * but not all of them, he gets nothing.
3391 */ 3384 */
3392 if (!(skop->attacktype & item->attacktype)) { 3385 if (!(skop->attacktype & item->attacktype))
3386 {
3393 /* Give new attacktype */ 3387 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3388 skop->attacktype |= item->attacktype;
3395 3389
3396 /* always add physical if there's none */ 3390 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3391 skop->attacktype |= AT_PHYSICAL;
3398 3392
3399 if (item->msg != NULL) 3393 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3394 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3395
3402 /* Give player new face */ 3396 /* Give player new face */
3403 if (item->animation_id) { 3397 if (item->animation_id)
3398 {
3404 who->face = skop->face; 3399 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3400 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3401 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3402 who->last_anim = 0;
3408 who->state = 0; 3403 who->state = 0;
3409 animate_object(who, who->direction); 3404 animate_object (who, who->direction);
3410 } 3405 }
3406 }
3407 }
3411 } 3408 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3409 else if (item->type == FORCE)
3410 {
3415 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3412 object *skin;
3413
3417 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3416 ;
3420 if (skin == NULL) return; 3417
3421 3418 if (!skin)
3419 return;
3420
3422 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3425
3426 /* print message */ 3426 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3427 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3428 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3429 {
3430 if (j) 3430 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3431 {
3432 else 3432 if (j)
3433 j = 1; 3433 strcat (buf, " and ");
3434 else
3435 j = 1;
3434 strcat(buf, spellpathnames[i]); 3436 strcat (buf, spellpathnames[i]);
3435 } 3437 }
3436 } 3438 }
3437 strcat(buf,"."); 3439 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3441 }
3440 3442
3441 /* evtl. adding flags: */ 3443 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3444 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3445 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3446 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3447 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3449 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3450
3449 /* print message if there is one */ 3451 /* print message if there is one */
3450 if (item->msg != NULL) 3452 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 }
3455 else
3452 } 3456 {
3453 else {
3454 /* generate misc. treasure */ 3457 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3458 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3460 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3461 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3462 esrv_send_item (who, tmp);
3460 } 3463 }
3461} 3464}
3462 3465
3463/** 3466/**
3464 * Unready an object for a player. This function does nothing if the object was 3467 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3468 * not readied.
3466 */ 3469 */
3470void
3467void player_unready_range_ob(player *pl, object *ob) { 3471player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3472{
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3469 3475
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3476 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3477 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3478
3473 if (pl->shoottype == i) { 3479 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3480 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines