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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.177 by root, Thu Dec 27 15:32:41 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->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->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
122 { 308 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 309 case SKILL:
124 break; 310 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 311 break;
167 } 312
168 strncat(news+size,buf,HUGE_BUF-size); 313 case WAND:
169 size+=strlen(buf); 314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
170 } 323 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 324
181int playername_ok(const char *cp) { 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */
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} 326}
190 327
191/* This no longer sets the player map. Also, it now updates 328void
192 * all the pointers so the caller doesn't need to do that. 329player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 330{
194 */ 331 observe = op ? op : ob;
332 do_los = 1;
333}
195 334
196/* Redo this to do both get_player_ob and get_player. 335player::player ()
197 * Hopefully this will be less bugfree and simpler. 336{
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 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 338 * we deal with that below this point.
236 */ 339 */
237 p->party=NULL; 340 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 343
243#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 345
245#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
246 366 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
248 369 }
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 */
257 370
258 roll_stats(op); 371 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} 372}
300 373
301 374player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 375{
305 strcpy(op->contr->maplevel, first_map_path); 376 /* Clear item stack */
306 op->x = -1; 377 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 378}
310 379
311/* Tries to add player on the connection passwd in ns. 380/* 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 381 * All we can really get in this is some settings like host and display
313 * mode. 382 * mode.
314 */ 383 */
384player *
385player::create ()
386{
387 player *pl = new player;
315 388
316int add_player(NewSocket *ns) { 389 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 390
319 p=get_player(NULL); 391 pl->ob->roll_stats ();
320 p->socket = *ns; 392 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 393 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 394
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); 395 set_first_map (pl->ob);
331 396
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; 397 return pl;
339} 398}
340 399
341/* 400/*
342 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
345 */ 404 */
405archetype *
346archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
347{ 407{
348 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
349 for (;;) { 410 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 } 411 {
361} 412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
362 416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420}
363 421
422object *
364object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
365 object *op = NULL; 425 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 426 objectlink *ol;
368 unsigned lastdist; 427 unsigned lastdist;
369 rv_vector rv; 428 rv_vector rv;
370 429
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 433 continue;
398 434
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) { 435 if (lastdist > rv.distance)
408 op=pl->ob; 436 {
437 op = ol->ob;
409 lastdist=rv.distance; 438 lastdist = rv.distance;
439 }
410 } 440 }
411 } 441
412 } 442 for_all_players (pl)
443 if (can_detect_enemy (mon, pl->ob, &rv))
444 if (lastdist > rv.distance)
445 {
446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
413#if 0 450#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 452#endif
416 return op; 453 return op;
417} 454}
418 455
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 456/* 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 457 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 474 * is probably not a good thing.
438 */ 475 */
439#define MAX_SPACES 50 476#define MAX_SPACES 50
440
441 477
442/* 478/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * 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. 494 * 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, 495 * 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 496 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 497 * is blocking itself.
462 */ 498 */
499int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
464 rv_vector rv; 502 rv_vector rv;
465 sint16 x,y; 503 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
468 506
469 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
470 508
471 if (rv.distance<mindiff) return 0; 509 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; 510 return 0;
724}
725 511
726void confirm_password(object *op) { 512 x = mon->x;
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 518
728 op->contr->write_buf[0]='\0'; 519 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 520 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 521 return 0;
731}
732 522
523 while (diff > 1 && max > 0)
524 {
525 lastx = x;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530
531 mflags = get_map_flags (m, &m, x, y, &x, &y);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533
534 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
538 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before.
540 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
542 if (rv.direction != dir)
543 {
544 /* OK - says direction should be different - lets reset the
545 * the values so it will try again.
546 */
547 x = lastx;
548 y = lasty;
549 m = lastmap;
550 dir = firstdir = rv.direction;
551 }
552 else
553 {
554 /* direct path is blocked - try taking a side step to
555 * either the left or right.
556 * Note increase the values in the loop below to be
557 * more than -1/1 respectively will mean the monster takes
558 * bigger detour. Have to be careful about these values getting
559 * too big (3 or maybe 4 or higher) as the monster may just try
560 * stepping back and forth
561 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
565 continue; /* already did this, so skip it */
566 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in
568 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance,
571 * gets blocked, finds that it should move north,
572 * can't do that, but now finds it can move east, and
573 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully
575 * moved.
576 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap;
581 mflags = get_map_flags (m, &m, x, y, &x, &y);
582 if (mflags & P_OUT_OF_MAP)
583 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
587 if (mflags & P_BLOCKSVIEW)
588 continue;
589
590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
592 }
593 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path.
595 */
596 if (i == (DETOUR_AMOUNT + 1))
597 return 0;
598 diff--;
599 lastdir = dir;
600 max--;
601 if (!firstdir)
602 firstdir = dir + i;
603 } /* else check alternate directions */
604 } /* if blocked */
605 else
606 {
607 /* we moved towards creature, so diff is less */
608 diff--;
609 max--;
610 lastdir = dir;
611 if (!firstdir)
612 firstdir = dir;
613 }
614
615 if (diff <= 1)
616 {
617 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance.
619 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 }
623
624 if (diff > max)
625 return 0;
626 }
627
628 /* If we reached the max, didn't find a direction in time */
629 if (!max)
630 return 0;
631
632 return firstdir;
633}
634
635void
636give_initial_items (object *pl, treasurelist * items)
637{
638 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640
641 for (object *next, *op = pl->inv; op; op = next)
642 {
643 next = op->below;
644
645 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way
647 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
649 SET_FLAG (op, FLAG_APPLIED);
650
651 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions
653 */
654 if (pl->type == PLAYER)
655 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
657 (op->type == ARMOUR || op->type == BOOTS ||
658 op->type == CLOAK || op->type == HELMET ||
659 op->type == SHIELD || op->type == GLOVES ||
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 {
662 op->destroy ();
663 continue;
664 }
665 }
666
667 /* This really needs to be better - we should really give
668 * a substitute spellbook. The problem is that we don't really
669 * have a good idea what to replace it with (need something like
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */
673 if (op->type == SPELLBOOK || op->type == SKILL)
674 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 {
683 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685 continue;
686 }
687
688 if (op->nrof > 1)
689 op->nrof = 1;
690 }
691
692 if (op->type == SPELLBOOK && op->inv)
693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
694
695 /* Give starting characters identified, uncursed, and undamned
696 * items. Just don't identify gold or silver, or it won't be
697 * merged properly.
698 */
699 if (need_identify (op))
700 {
701 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED);
704 }
705 if (op->type == SPELL)
706 {
707 op->destroy ();
708 continue;
709 }
710 else if (op->type == SKILL)
711 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0;
714 op->level = 1;
715 }
716 /* lock all 'normal items by default */
717 else
718 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */
720
721 /* Need to set up the skill pointers */
722 link_player_skills (pl);
723}
724
725void
733void get_party_password(object *op, partylist *party) { 726get_party_password (object *op, partylist *party)
727{
734 if (party == NULL) { 728 if (party == NULL)
729 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 730 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 731 return;
737 } 732 }
733
738 op->contr->write_buf[0]='\0'; 734 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 735 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 736 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 737 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 738}
743
744 739
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 740/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
741static int
746int roll_stat(void) { 742roll_stat (void)
743{
747 int a[4],i,j,k; 744 int a[4], i, j, k;
748 745
749 for(i=0;i<4;i++) 746 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 747 a[i] = (int) rndm (6) + 1;
751 748
752 for(i=0,j=0,k=7;i<4;i++) 749 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 750 if (a[i] < k)
754 k=a[i],j=i; 751 k = a[i], j = i;
755 752
756 for(i=0,k=0;i<4;i++) { 753 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 754 if (i != j)
758 k+=a[i]; 755 k += a[i];
759 } 756
760 return k; 757 return k;
761} 758}
762 759
763void roll_stats(object *op) { 760void
761object::roll_stats ()
762{
763 int statsort [NUM_STATS];
764
765 for (;;)
766 {
764 int sum=0; 767 int sum = 0;
765 int i = 0, j = 0; 768 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 769 sum += statsort [i] = roll_stat ();
767 770
768 do { 771 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 772 break;
770 op->stats.Dex=roll_stat(); 773 }
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);
780 774
781 /* Sort the stats so that rerolling is easier... */ 775 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 776 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;
789 777
790 /* a quick and dirty bubblesort? */ 778 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]; 779 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];
809 780
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; 781 stats.exp = 0;
821 op->stats.ac=0; 782 stats.ac = 0;
822 783
784 stats.hp = stats.maxhp;
785 stats.sp = stats.maxsp;
786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
823 op->contr->levhp[1] = 9; 790 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 791 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 792 contr->levgrace[1] = 3;
826 793
827 fix_player(op); 794 contr->orig_stats = stats;
795 }
796}
797
798void
799object::swap_stats (int a, int b)
800{
801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802
803 for (int i = 0; i < NUM_STATS; ++i)
804 stats.stat (i) = contr->orig_stats.stat (i);
805
806 //TODO: the following code looks so borked and should, at the very least,
807 // be merged with the similar code in roll_stats
808 stats.ac = 0;
809
810 level = 1;
811 stats.exp = 0;
812 stats.ac = 0;
813
828 op->stats.hp = op->stats.maxhp; 814 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 815 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
831 op->contr->orig_stats=op->stats; 824 contr->orig_stats = stats;
825 }
832} 826}
833 827
834void Roll_Again(object *op) 828static void
829start_info (object *op)
835{ 830{
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]; 831 char buf[MAX_BUF];
844 832
845 if ( op->contr->Swap_First == -1 ) { 833 sprintf (buf, "Welcome to Deliantra 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); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
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);
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} 835}
953 836
954/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
958 * not the class. 841 * not the class.
959 */ 842 */
960 843void
961int key_change_class(object *op, char key) 844player::chargen_race_done ()
962{ 845{
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 */ 846 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 847 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 848
849 treasurelist *tl = treasurelist::find ("starting_wealth");
850 if (tl)
851 create_treasure (tl, ob, 0, 0, 0);
852
977 INVOKE_PLAYER (BIRTH, op->contr); 853 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 854 INVOKE_PLAYER (LOGIN, ob->contr);
979 855
980 op->contr->state=ST_PLAYING; 856 ob->contr->ns->state = ST_PLAYING;
981 857
982 if (op->msg) { 858 if (ob->msg)
983 free_string(op->msg); 859 ob->msg = 0;
984 op->msg=NULL;
985 }
986 860
987 /* We create this now because some of the unique maps will need it 861 /* We create this now because some of the unique maps will need it
988 * to save here. 862 * 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 */ 863 */
1029 864 {
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]; 865 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); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 867 make_path_to_file (buf);
1101 next = mp->next; 868 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 869
1103 delete_map(mp); 870 start_info (ob);
1104 } 871 CLEAR_FLAG (ob, FLAG_WIZ);
1105 872 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob);
875 ob->update_stats ();
876
877 /* This moves the player to a different start map, if there
878 * is one for this race
879 */
880 if (*first_map_ext_path)
1107 } 881 {
1108 play_again(op); 882 object *tmp;
1109 return 1; 883 char mapname[MAX_BUF];
1110}
1111 884
885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 tmp = object::create ();
887 EXIT_PATH (tmp) = mapname;
888 EXIT_X (tmp) = ob->x;
889 EXIT_Y (tmp) = ob->y;
890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
891 * if the map isn't there, then stay on the
892 * default initial map */
893 tmp->destroy ();
894 }
895 else
896 LOG (llevDebug, "first_map_ext_path not set\n");
897}
898
899void
900player::chargen_race_next ()
901{
902 /* Following actually changes the race - this is the default command
903 * if we don't match with one of the options above.
904 */
905
906 do
907 {
908 shstr name = ob->name;
909 int x = ob->x, y = ob->y;
910
911 ob->remove_statbonus ();
912 ob->remove ();
913 ob->arch = get_player_archetype (ob->arch);
914 ob->arch->copy_to (ob);
915 ob->instantiate ();
916 ob->stats = ob->contr->orig_stats;
917 ob->name = ob->name_pl = name;
918 ob->x = x;
919 ob->y = y;
920 SET_ANIMATION (ob, 2); /* So player faces south */
921 insert_ob_in_map (ob, ob->map, ob, 0);
922 assign (ob->contr->title, ob->arch->object::name);
923 ob->add_statbonus ();
924 }
925 while (!allowed_class (ob));
926
927 update_object (ob, UP_OBJ_FACE);
928 esrv_update_item (UPD_FACE, ob, ob);
929 ob->update_stats ();
930 ob->stats.hp = ob->stats.maxhp;
931 ob->stats.sp = ob->stats.maxsp;
932 ob->stats.grace = 0;
933}
934
935void
1112void flee_player(object *op) { 936flee_player (object *op)
937{
1113 int dir,diff; 938 int dir, diff;
1114 rv_vector rv; 939 rv_vector rv;
1115 940
1116 if(op->stats.hp < 0) { 941 if (op->stats.hp < 0)
942 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 943 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 944 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 945 return;
1120 } 946 }
1121 947
1122 if(op->enemy==NULL) { 948 if (op->enemy == NULL)
949 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 950 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 951 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 952 return;
1126 } 953 }
1127 954
1128 /* Seen some crashes here. Since we don't store an 955 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 956 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 957 * actual enemy, and the object is recycled.
1131 */ 958 */
1132 if (op->enemy->map == NULL) { 959 if (op->enemy->map == NULL)
960 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 961 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 962 op->enemy = NULL;
1135 return; 963 return;
1136 } 964 }
1137 965
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 966 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
967 {
1139 op->enemy=NULL; 968 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 969 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 970 return;
1142 } 971 }
972
1143 get_rangevector(op, op->enemy, &rv, 0); 973 get_rangevector (op, op->enemy, &rv, 0);
1144 974
1145 dir=absdir(4+rv.direction); 975 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 976 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 } 977 {
978 int m = 1 - (RANDOM () & 2);
979
980 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
981 return;
982 }
983
1153 /* Cornered, get rid of scared */ 984 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 985 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 986 op->enemy = NULL;
1156} 987}
1157
1158 988
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 989/* 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 990 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 991 * stop.
1162 */ 992 */
993int
1163int check_pick(object *op) { 994check_pick (object *op)
995{
1164 object *tmp, *next; 996 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 997 int stop = 0;
1167 int j, k, wvratio; 998 int wvratio;
1168 char putstring[128], tmpstr[16]; 999 char putstring[128];
1169
1170 1000
1171 /* if you're flying, you cna't pick up anything */ 1001 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1173 return 1; 1003 return 1;
1174 1004
1175 op_tag = op->count;
1176
1177 next = op->below; 1005 next = op->below;
1178 if (next) 1006
1179 next_tag = next->count; 1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 1009
1181 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1011 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1012 while (next && !next->destroyed ())
1184 { 1013 {
1185 tmp = next; 1014 tmp = next;
1186 next = tmp->below; 1015 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1016
1190 if (was_destroyed (op, op_tag)) 1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1023 if (op->destroyed ())
1191 return 0; 1024 return 0;
1192 1025
1193 if ( ! can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1194 continue; 1027 continue;
1195 1028
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1030 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1200 continue; 1033 continue;
1201 } 1034 }
1202 1035
1203 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1037 if (!(op->contr->mode & PU_NEWMODE))
1038 {
1205 switch (op->contr->mode) { 1039 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1040 {
1207 case 1: pick_up (op, tmp); 1041 case 0:
1208 return 1; 1042 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1043 case 1:
1210 return 0; 1044 CHK_PICK_PICKUP;
1211 case 3: return 0; /* stop before pickup */ 1045 return 1;
1212 case 4: pick_up (op, tmp); 1046 case 2:
1213 break; 1047 CHK_PICK_PICKUP;
1214 case 5: pick_up (op, tmp); 1048 return 0;
1215 stop = 1; 1049 case 3:
1216 break; 1050 return 0; /* stop before pickup */
1217 case 6: 1051 case 4:
1052 CHK_PICK_PICKUP;
1053 break;
1054 case 5:
1055 CHK_PICK_PICKUP;
1056 stop = 1;
1057 break;
1058 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1061 CHK_PICK_PICKUP;
1221 break; 1062 break;
1222 1063
1223 case 7: 1064 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1066 CHK_PICK_PICKUP;
1226 break; 1067 break;
1227 1068
1228 default: 1069 default:
1229 /* use value density */ 1070 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1073 CHK_PICK_PICKUP;
1233 >= op->contr->mode) 1074 }
1234 pick_up(op,tmp); 1075 }
1235 } 1076 else
1236 } 1077 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1079 if (op->contr->mode & PU_DEBUG)
1240 { 1080 {
1241 /* some debugging code to figure out item information */ 1081 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1082 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1084 &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)))); 1085 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1087 &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)))); 1088
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 }
1251 1091
1252 sprintf(putstring,"...flags: "); 1092 /* philosophy:
1253 for(k=0;k<4;k++) 1093 * It's easy to grab an item type from a pile, as long as it's
1254 { 1094 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1095 * and selections, select-items should be used. This is a
1256 { 1096 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1097 * example.
1258 { 1098 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1099 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1100 * convert to decimal and then 'pickup <#>
1261 } 1101 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1102
1103 /* the first two modes are exclusive: if NOTHING we return, if
1104 * STOP then we stop. All the rest are applied sequentially,
1105 * meaning if any test passes, the item gets picked up. */
1106
1107 /* if mode is set to pick nothing up, return */
1108
1109 if (op->contr->mode & PU_NOTHING)
1110 return 1;
1111
1112 /* if mode is set to stop when encountering objects, return */
1113 /* take STOP before INHIBIT since it doesn't actually pick
1114 * anything up */
1115
1116 if (op->contr->mode & PU_STOP)
1117 return 0;
1118
1119 /* useful for going into stores and not losing your settings... */
1120 /* and for battles wher you don't want to get loaded down while
1121 * fighting */
1122 if (op->contr->mode & PU_INHIBIT)
1123 return 1;
1124
1125 /* prevent us from turning into auto-thieves :) */
1126 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127 continue;
1128
1129 /* ignore known cursed objects */
1130 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1131 continue;
1132
1133 /* all food and drink if desired */
1134 /* question: don't pick up known-poisonous stuff? */
1135 if (op->contr->mode & PU_FOOD)
1136 if (tmp->type == FOOD)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_DRINK)
1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_POTION)
1150 if (tmp->type == POTION)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* spellbooks, skillscrolls and normal books/scrolls */
1157 if (op->contr->mode & PU_SPELLBOOK)
1158 if (tmp->type == SPELLBOOK)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_SKILLSCROLL)
1165 if (tmp->type == SKILLSCROLL)
1166 {
1167 CHK_PICK_PICKUP;
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_READABLES)
1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177
1178 /* wands/staves/rods/horns */
1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181 {
1182 CHK_PICK_PICKUP;
1183 continue;
1184 }
1185
1186 /* pick up all magical items */
1187 if (op->contr->mode & PU_MAGICAL)
1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_VALUABLES)
1195 {
1196 if (tmp->type == MONEY || tmp->type == GEM)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201 }
1202
1203 /* rings & amulets - talismans seems to be typed AMULET */
1204 if (op->contr->mode & PU_JEWELS)
1205 if (tmp->type == RING || tmp->type == AMULET)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210
1211 /* we don't forget dragon food */
1212 if (op->contr->mode & PU_FLESH)
1213 if (tmp->type == FLESH)
1214 {
1215 CHK_PICK_PICKUP;
1216 continue;
1217 }
1218
1219 /* bows and arrows. Bows are good for selling! */
1220 if (op->contr->mode & PU_BOW)
1221 if (tmp->type == BOW)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_ARROW)
1228 if (tmp->type == ARROW)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 /* all kinds of armor etc. */
1235 if (op->contr->mode & PU_ARMOUR)
1236 if (tmp->type == ARMOUR)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_HELMET)
1243 if (tmp->type == HELMET)
1244 {
1245 CHK_PICK_PICKUP;
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_SHIELD)
1250 if (tmp->type == SHIELD)
1251 {
1252 CHK_PICK_PICKUP;
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_BOOTS)
1257 if (tmp->type == BOOTS)
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_GLOVES)
1264 if (tmp->type == GLOVES)
1265 {
1266 CHK_PICK_PICKUP;
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_CLOAK)
1271 if (tmp->type == CLOAK)
1272 {
1273 CHK_PICK_PICKUP;
1274 continue;
1275 }
1276
1277 /* hoping to catch throwing daggers here */
1278 if (op->contr->mode & PU_MISSILEWEAPON)
1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284
1285 /* careful: chairs and tables are weapons! */
1286 if (op->contr->mode & PU_ALLWEAPON)
1287 {
1288 if (tmp->type == WEAPON && tmp->name != NULL)
1289 {
1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 {
1293 CHK_PICK_PICKUP;
1294 continue;
1295 }
1296 }
1297
1298 if (tmp->type == WEAPON && tmp->name == NULL)
1299 {
1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306 }
1307
1308 /* misc stuff that's useful */
1309 if (op->contr->mode & PU_KEY)
1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311 {
1312 CHK_PICK_PICKUP;
1313 continue;
1314 }
1315
1316 /* any of the last 4 bits set means we use the ratio for value
1317 * pickups */
1318 if (op->contr->mode & PU_RATIO)
1319 {
1320 /* use value density to decide what else to grab */
1321 /* >=7 was >= op->contr->mode */
1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326 {
1327 CHK_PICK_PICKUP;
1266#if 0 1328#if 0
1267 /* print the flags too */ 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1330 if (tmp->name != NULL)
1269 { 1331 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1332 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1333 }
1272 { 1334 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1337 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 1338#endif
1339 continue;
1340 }
1341 }
1342 } /* the new pickup model */
1279 } 1343 }
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 1344
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; 1345 return !stop;
1443} 1346}
1444 1347
1445/* 1348/*
1446 * Find an arrow in the inventory and after that 1349 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1350 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1351 * found object is returned.
1449 */ 1352 */
1353object *
1450object *find_arrow(object *op, const char *type) 1354find_arrow (object *op, const char *type)
1451{ 1355{
1452 object *tmp = NULL; 1356 object *tmp = 0;
1453 1357
1454 for(op=op->inv; op; op=op->below) 1358 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1359 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); 1360 tmp = find_arrow (splay (op), type);
1458 else if (op->type==ARROW && op->race==type) 1361 else if (op->type == ARROW && op->race == type)
1459 return op; 1362 return splay (op);
1363
1460 return tmp; 1364 return tmp;
1461} 1365}
1462 1366
1463/* 1367/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1368 * 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 1369 * 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 1370 * 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. 1371 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1372 */
1469 1373object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1374find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1375{
1472 object *tmp = NULL, *arrow, *ntmp; 1376 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1377 int attacknum, attacktype, betterby = 0, i;
1474 1378
1475 if (!type) 1379 if (!type)
1476 return NULL; 1380 return NULL;
1477 1381
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1382 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1383 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1384 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1385 {
1386 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1387 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1388 if (i > betterby)
1484 tmp = ntmp; 1389 {
1485 betterby = i; 1390 tmp = ntmp;
1486 } 1391 betterby = i;
1392 }
1393 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1394 else if (arrow->type == ARROW && arrow->race == type)
1395 {
1488 /* allways prefer assasination/slaying */ 1396 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1397 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1398 {
1491 if (arrow->attacktype & AT_DEATH) { 1399 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1400 {
1493 return arrow; 1401 *better = 100;
1494 } else { 1402 return arrow;
1495 tmp = arrow; 1403 }
1404 else
1405 {
1406 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1407 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1408 }
1498 } else { 1409 }
1410 else
1411 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1412 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1413 {
1500 attacktype = 1<<attacknum; 1414 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1415 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1416 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1417 {
1418 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1419 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1420 }
1506 } 1421 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1422 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1423 {
1424 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1425 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1426 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1427 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1428 {
1429 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1430 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1431 }
1432 }
1433 }
1515 } 1434 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1435 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1436 return find_arrow (op, type);
1520 1437
1521 *better = betterby; 1438 *better = betterby;
1522 return tmp; 1439 return tmp;
1523} 1440}
1524 1441
1525/* looks in a given direction, finds the first valid target, and calls 1442/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1443 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1444 * op = the shooter
1528 * type = bow->race 1445 * type = bow->race
1529 * dir = fire direction 1446 * dir = fire direction
1530 */ 1447 */
1531 1448object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1449pick_arrow_target (object *op, const char *type, int dir)
1533{ 1450{
1534 object *tmp = NULL; 1451 object *tmp = NULL;
1535 mapstruct *m; 1452 maptile *m;
1536 int i, mflags, found, number; 1453 int i, mflags, found, number;
1537 sint16 x, y; 1454 sint16 x, y;
1538 1455
1539 if (op->map == NULL) 1456 if (op->map == NULL)
1540 return find_arrow(op, type); 1457 return find_arrow (op, type);
1541 1458
1542 /* do a dex check */ 1459 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1460 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))) 1461 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1462 return find_arrow (op, type);
1546 1463
1547 m = op->map; 1464 m = op->map;
1548 x = op->x; 1465 x = op->x;
1549 y = op->y; 1466 y = op->y;
1550 1467
1551 /* find the first target */ 1468 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1469 for (i = 0, found = 0; i < 20; i++)
1470 {
1553 x += freearr_x[dir]; 1471 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1472 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1473 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1474 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1475 {
1557 tmp = NULL; 1476 tmp = NULL;
1558 break; 1477 break;
1478 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1479 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1480 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1481 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1482 * perhaps a bad assumption.
1562 */ 1483 */
1563 tmp = NULL; 1484 tmp = NULL;
1564 break; 1485 break;
1565 } 1486 }
1566 if (mflags & P_IS_ALIVE) { 1487 if (mflags & P_IS_ALIVE)
1488 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1489 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1490 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1491 {
1570 break; 1492 found++;
1571 } 1493 break;
1494 }
1572 if (found) 1495 if (found)
1573 break; 1496 break;
1574 } 1497 }
1575 } 1498 }
1576 if (tmp == NULL) 1499 if (tmp == NULL)
1577 return find_arrow(op, type); 1500 return find_arrow (op, type);
1578 1501
1579 if (tmp->head) 1502 if (tmp->head)
1580 tmp = tmp->head; 1503 tmp = tmp->head;
1581 1504
1582 return find_better_arrow(op, tmp, type, &i); 1505 return find_better_arrow (op, tmp, type, &i);
1583} 1506}
1584 1507
1585/* 1508/*
1586 * Creature fires a bow - op can be monster or player. Returns 1509 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1510 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1513 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1514 * 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 1515 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1516 * player fire modes.
1594 */ 1517 */
1518int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1519fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1520{
1598 object *left, *bow; 1521 object *left, *bow;
1599 tag_t left_tag, tag; 1522 int mflags;
1600 int bowspeed, mflags; 1523 maptile *m;
1601 mapstruct *m;
1602 1524
1603 if (!dir) { 1525 if (!dir)
1526 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1527 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1528 return 0;
1529 }
1530
1531 if (op->contr)
1532 bow = op->current_weapon;
1533 else
1606 } 1534 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1535 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1536 /* 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. 1537 * don't need to switch back and forth between bows and weapons.
1613 */ 1538 */
1614 if(bow->type==BOW) 1539 if (bow->type == BOW)
1615 break; 1540 break;
1616 1541
1617 if (!bow) { 1542 if (!bow)
1543 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1544 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1545 return 0;
1620 } 1546 }
1547
1548 // optimisation: move object to top so we will find it quickly again
1549 if (bow->below)
1550 {
1551 bow->remove ();
1552 op->insert (bow);
1553 }
1554
1621 } 1555 }
1556
1622 if( !bow->race || !bow->skill) { 1557 if (!bow->race || !bow->skill)
1558 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1560 return 0;
1625 } 1561 }
1626 1562
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) { 1563 if (arrow == NULL)
1564 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1565 if ((arrow = find_arrow (op, bow->race)) == NULL)
1566 {
1637 if (op->type == PLAYER) 1567 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1568 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 */ 1569 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1570 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1571 CLEAR_FLAG (op, FLAG_READY_BOW);
1572
1643 return 0; 1573 return 0;
1644 } 1574 }
1645 } 1575 }
1576
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1577 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1578 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1579 return 0;
1649 } 1580
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1581 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1582 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1583 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1584 return 0;
1653 } 1585 }
1654 1586
1655 /* this should not happen, but sometimes does */ 1587 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1588 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1589 {
1590 arrow->destroy ();
1591 return 0;
1592 }
1661 1593
1662 left = arrow; /* these are arrows left to the player */ 1594 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1595 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1596 if (!arrow)
1597 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1599 return 0;
1668 return 0;
1669 } 1600 }
1670 set_owner(arrow, op); 1601
1671 if (arrow->skill) free_string(arrow->skill); 1602 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1603 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1604 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1605
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 */ 1606 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1607 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1608 arrow->stats.grace = arrow->attacktype;
1609
1687 if (arrow->slaying != NULL) 1610 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1611 arrow->spellarg = strdup (arrow->slaying);
1689 1612
1690 /* Note that this was different for monsters - they got their level 1613#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1614 if (player *pl = op->contr)
1692 */
1693 1615 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1616 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1617
1618 /* penalize ROF for bestarrow */
1619 if (pl->bowtype == bow_bestarrow)
1620 speed *= .9f;
1621 else
1622 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1623
1624 op->speed_left += speed - op->speed;
1625 }
1626#endif
1627
1628 SET_ANIMATION (arrow, arrow->direction);
1629
1698 /* update the speed */ 1630 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1631 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]) + 1632 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1633
1704 if (arrow->speed < 1.0) 1634 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1635 arrow->speed_left = 0;
1708 1636
1637 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1638
1709 if (op->type == PLAYER) { 1639 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1640 {
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; 1641 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1642 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1643
1644 if (!arrow->slaying)
1645 arrow->slaying = op->slaying;
1646
1647 arrow->attacktype |= op->attacktype;
1648 }
1649 else
1650 {
1720 arrow->level = op->level; 1651 arrow->level = op->level;
1721 } 1652 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1653
1654 if (!arrow->slaying)
1655 arrow->slaying = bow->slaying;
1656
1723 arrow->attacktype |= bow->attacktype; 1657 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1658 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1659
1727 arrow->map = m; 1660 wc -= arrow->level;
1661 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1662
1663 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1664 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1665 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1666
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1667 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1668 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1669
1735 if (!was_destroyed(arrow, tag)) 1670 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1671 move_arrow (arrow);
1737 1672
1738 if (op->type == PLAYER) { 1673 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1674 {
1675 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1676 esrv_del_item (op->contr, left->count);
1741 else 1677 else
1742 esrv_send_item(op, left); 1678 esrv_send_item (op, left);
1743 } 1679 }
1680
1744 return 1; 1681 return 1;
1745} 1682}
1746 1683
1747/* Special fire code for players - this takes into 1684/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1685 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1686 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1687 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1688 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1689 * hence the function name.
1753 */ 1690 */
1691int
1754int player_fire_bow(object *op, int dir) 1692player_fire_bow (object *op, int dir)
1755{ 1693{
1756 int ret=0, wcmod=0; 1694 int ret = 0, wcmod = 0;
1757 1695
1758 if (op->contr->bowtype == bow_bestarrow) { 1696 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1697 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1698 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); 1699 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1700 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1701 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1702 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1703 wcmod = -1;
1704
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1705 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1706 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1707 else if (op->contr->bowtype == bow_threewide)
1708 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1709 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)]); 1710 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)]); 1711 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1712 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1713 else if (op->contr->bowtype == bow_spreadshot)
1714 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1715 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); 1716 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); 1717 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1718 }
1776 } else { 1719 else
1720 {
1777 /* Simple case */ 1721 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1723 }
1724
1780 return ret; 1725 return ret;
1781} 1726}
1782
1783 1727
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1728/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1729 * Broken apart from 'fire' to keep it more readable.
1786 */ 1730 */
1731void
1787void fire_misc_object(object *op, int dir) 1732fire_misc_object (object *op, int dir)
1788{ 1733{
1789 object *item; 1734 object *item = op->contr->ranged_ob;
1790 1735
1791 if (!op->contr->ranges[range_misc]) { 1736 if (!item)
1737 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1738 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1739 return;
1794 } 1740 }
1795 1741
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1742 if (!item->inv)
1743 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1744 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1745 return;
1800 } 1746 }
1801 if (item->type == WAND) { 1747
1802 if(item->stats.food<=0) { 1748 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; 1749 return;
1806 } 1750
1751 if (item->type == WAND)
1752 {
1753 if (item->stats.food <= 0)
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1757
1758 return;
1759 }
1760 }
1807 } else if (item->type == ROD || item->type==HORN) { 1761 else if (item->type == ROD || item->type == HORN)
1762 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1763 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); 1764 {
1765 op->contr->play_sound (sound_find ("wand_poof"));
1766
1810 if (item->type== ROD) 1767 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1768 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)); 1769 else
1813 else 1770 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, 1771
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1772 return;
1817 } 1773 }
1818 } 1774 }
1819 1775
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1776 if (cast_spell (op, item, dir, item->inv, NULL))
1777 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1778 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1779 if (item->type == WAND)
1780 {
1823 if (!(--item->stats.food)) { 1781 if (!(--item->stats.food))
1824 object *tmp; 1782 {
1825 if (item->arch) { 1783 object *tmp;
1784
1785 if (item->arch)
1786 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1787 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1788 item->face = item->arch->face;
1828 item->speed = 0; 1789 item->set_speed (0);
1829 update_ob_speed(item); 1790 }
1830 } 1791
1831 if ((tmp=is_player_inv(item))) 1792 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1793 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1794 }
1834 } 1795 }
1835 else if (item->type == ROD || item->type==HORN) { 1796 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1797 drain_rod_charge (item);
1837 }
1838 } 1798 }
1839} 1799}
1840 1800
1841/* Received a fire command for the player - go and do it. 1801/* Received a fire command for the player - go and do it.
1842 */ 1802 */
1803bool
1843void fire(object *op,int dir) { 1804fire (object *op, int dir)
1805{
1844 int spellcost=0; 1806 int spellcost = 0;
1845 1807
1846 /* check for loss of invisiblity/hide */ 1808 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1809 if (action_makes_visible (op))
1810 make_visible (op);
1848 1811
1849 switch(op->contr->shoottype) { 1812 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1813
1853 case range_bow: 1814 if (pl->golem)
1854 player_fire_bow(op, dir); 1815 {
1855 return; 1816 control_golem (op->contr->golem, dir);
1856 1817 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 } 1818 }
1872 else 1819
1873 control_golem(op->contr->ranges[range_golem], dir); 1820 object *ob = pl->ranged_ob;
1821
1822 if (!ob)
1874 return; 1823 return false;
1875 1824
1876 case range_skill: 1825 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; 1826 return false;
1884 case range_builder: 1827
1828 if (op->speed_left > 0.f)
1829 --op->speed_left;
1830 else
1831 return false;
1832
1833 switch (ob->type)
1834 {
1835 case BOW:
1836 player_fire_bow (op, dir);
1837 break;
1838
1839 case SPELL:
1840 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1841 break;
1842
1843 case BUILDER:
1885 apply_map_builder( op, dir ); 1844 apply_map_builder (op, dir);
1886 return; 1845 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1846
1847 case SKILL:
1848 do_skill (op, op, ob, dir, 0);
1849 break;
1893 1850
1851 default:
1852 fire_misc_object (op, dir);
1853 break;
1854 }
1855
1856 return true;
1857}
1894 1858
1895/* find_key 1859/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1860 * 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 1861 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1864 * pl is the player,
1901 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
1904 */ 1868 */
1905 1869object *
1906object * find_key(object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
1907{ 1871{
1908 object *tmp,*key; 1872 object *tmp, *key;
1909 1873
1910 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1875 if (!container->inv)
1876 return 0;
1912 1877
1913 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
1880 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1881 if (door->type == DOOR && tmp->type == KEY)
1882 break;
1916 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
1918 */ 1885 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1887 break;
1921 } 1888 }
1889
1922 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1891 /* 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 1892 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1893 * a key, return
1926 */ 1894 */
1927 if (!tmp) { 1895 if (!tmp)
1896 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 {
1929 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1900 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1901 {
1902 if ((key = find_key (pl, tmp, door)))
1903 return key;
1904 }
1905 }
1906
1907 if (!tmp)
1908 return NULL;
1932 } 1909 }
1933 } 1910
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1911 /* 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 1912 * see if we actually want to use it
1938 */ 1913 */
1939 if (pl!=container) { 1914 if (pl != container)
1915 {
1940 /* Only let players use keys in containers */ 1916 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1917 if (!pl->contr)
1918 return NULL;
1942 /* cases where this fails: 1919 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1920 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1921 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1922 * If the container is not active, return now since only active
1946 * containers can be used. 1923 * containers can be used.
1947 * If we only search keyrings and the container does not have 1924 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1925 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1926 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1927 * inv must have been an container and must have been active.
1951 * 1928 *
1952 * Change the color so that the message doesn't disappear with 1929 * Change the color so that the message doesn't disappear with
1953 * all the others. 1930 * all the others.
1954 */ 1931 */
1955 if (pl->contr->usekeys == key_inventory || 1932 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1933 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1934 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1935 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1937 "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; 1938 return NULL;
1964 } 1939 }
1965 } 1940 }
1941
1966 return tmp; 1942 return tmp;
1967} 1943}
1968 1944
1969/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1947 * such that the caller should not do anything more,
1972 * 0 otherwise 1948 * 0 otherwise
1973 */ 1949 */
1950static int
1974static int player_attack_door(object *op, object *door) 1951player_attack_door (object *op, object *door)
1975{ 1952{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* 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 - 1954 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
1980 */ 1956 */
1981 object *key=find_key(op, op, door); 1957 object *key = find_key (op, op, door);
1982 1958
1983 /* IF we found a key, do some extra work */ 1959 /* If we found a key, do some extra work */
1984 if (key) { 1960 if (key)
1961 {
1985 object *container=key->env; 1962 object *container = key->env;
1986 1963
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1965 make_visible (op);
1966
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1967 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1968 spring_trap (door->inv, op);
1969
1990 if (door->type == DOOR) { 1970 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1971 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1972 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1973 {
1995 "You open the door with the %s", query_short_name(key)); 1974 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1975 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1976 }
1977
1998 /* Do this after we print the message */ 1978 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1979 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1980 /* Need to update the weight the container the key was in */
2001 if (container != op) 1981 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1982 esrv_update_item (UPD_WEIGHT, op, container);
1983
2003 return 1; /* Nothing more to do below */ 1984 return 1; /* Nothing more to do below */
1985 }
2004 } else if (door->type==LOCKED_DOOR) { 1986 else if (door->type == LOCKED_DOOR)
1987 {
2005 /* Might as well return now - no other way to open this */ 1988 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1989 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1990 return 1;
2008 } 1991 }
1992
2009 return 0; 1993 return 0;
2010} 1994}
2011 1995
2012/* This function is just part of a breakup from move_player. 1996/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1997 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1998 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1999 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2000 * going to try and move (not fire weapons).
2017 */ 2001 */
2018 2002bool
2019void move_player_attack(object *op, int dir) 2003move_player_attack (object *op, int dir)
2020{ 2004{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2005 int on_battleground;
2024 mapstruct *m;
2025 2006
2026 nx=freearr_x[dir]+op->x; 2007 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2008 sint16 ny = freearr_y[dir] + op->y;
2028 2009
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2010 on_battleground = op_on_battleground (op, 0, 0);
2030 2011
2012 if (out_of_map (op->map, nx, ny))
2013 return false;
2014
2015 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2016 {
2017 --op->speed_left;
2018 return true;
2019 }
2020
2031 /* If braced, or can't move to the square, and it is not out of the 2021 /* 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 2022 * 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 2023 * 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 2024 * 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 2025 * 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 2026 * 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 2027 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2028 * move_ob uses.
2039 */ 2029 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2030 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 2031
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2032 /* 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. 2033 * 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 2034 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2035 * on the space
2057 */ 2036 */
2058 while (tmp!=NULL) { 2037 object *mon;
2059 if (tmp == op) { 2038 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2039 {
2061 continue; 2040 if ((mon->flag [FLAG_ALIVE]
2041 || mon->type == LOCKED_DOOR
2042 || mon->flag [FLAG_CAN_ROLL])
2043 && mon != op)
2044 break;
2062 } 2045 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2046
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 */ 2047 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2048 return false; /* into a wall */
2074 2049
2075 if(mon->head != NULL)
2076 mon = mon->head; 2050 mon = mon->head_ ();
2077 2051
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2052 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2053 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2054 if (player_attack_door (op, mon))
2055 {
2056 --op->contr->weapon_sp_left;
2057 return true;
2058 }
2080 2059
2081 /* The following deals with possibly attacking peaceful 2060 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2061 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2062 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2063 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2064 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2065 * and thus will not push them.
2087 */ 2066 */
2088 2067
2089 /* If the creature is a pet, push it even if the player is not 2068 /* 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 2069 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2070 * player owns it and it is either friendly or unagressive.
2092 */ 2071 */
2093 if ((op->type==PLAYER) 2072 if (op->type == PLAYER
2094#if COZY_SERVER 2073 && ((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)) 2074 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2075 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2076 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2077 {
2106 /* If we're braced, we don't want to switch places with it */ 2078 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2079 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2080 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2081
2082 if (op->speed_left > 0.f)
2083 {
2084 --op->speed_left;
2085
2086 op->play_sound (sound_find ("push_player"));
2087 push_ob (mon, dir, op);
2088
2089 if (op->contr->tmp_invis || op->hide)
2090 make_visible (op);
2091
2092 return true;
2093 }
2094 else
2095 return false;
2096 }
2097
2114 /* in certain circumstances, you shouldn't attack friendly 2098 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2099 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2100 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2101 * attack them either.
2118 */ 2102 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2103 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2104 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2105 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2106 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2107 && !on_battleground))
2108 {
2109 if (op->speed_left > 0.f)
2110 {
2111 --op->speed_left;
2112
2113 if (!op->contr->braced)
2128 )) { 2114 {
2129 if (!op->contr->braced) { 2115 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2117 }
2132 } else { 2118 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2119 op->statusmsg ("You withhold your attack");
2120
2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2124 return true;
2125 }
2134 } 2126 }
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 2127 /* 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. 2128 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2129 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2130 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2131 {
2132 if (op->speed_left > 0.f)
2133 {
2134 --op->speed_left;
2135
2142 recursive_roll(mon,dir,op); 2136 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2137 if (action_makes_visible (op))
2144 } 2138 make_visible (op);
2145 2139
2140 return true;
2141 }
2142 }
2146 /* Any generic living creature. Including things like doors. 2143 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2144 * 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: 2145 * 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 2146 * 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. 2147 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2148 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2149 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2150 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2151 {
2152 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2153 {
2154 --op->contr->weapon_sp_left;
2156 2155
2157 /* If the player hasn't hit something this tick, and does 2156 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 2157
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2158 if (action_makes_visible (op))
2159 make_visible (op);
2160
2161 return true;
2162 }
2166 } 2163 }
2167 2164
2168 skill_attack(mon, op, 0, NULL, NULL); 2165 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} 2166}
2186 2167
2168bool
2187int move_player(object *op,int dir) { 2169move_player (object *op, int dir)
2170{
2188 int pick; 2171 int pick;
2189 2172
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2173 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; 2174 return 0;
2175
2176 /* Sanity check: make sure dir is valid */
2177 if ((dir < 0) || (dir >= 9))
2178 {
2179 LOG (llevError, "move_player: invalid direction %d\n", dir);
2180 return 0;
2181 }
2182
2183 /* peterm: added following line */
2184 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2185 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2186
2187 op->facing = dir;
2188
2189 if (op->hide)
2190 do_hidden_move (op);
2191
2192 bool retval;
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 retval = RESULT_INT (0);
2196 else if (op->contr->fire_on)
2197 retval = fire (op, dir);
2198 else
2199 {
2200 retval = move_player_attack (op, dir);
2201 pick = check_pick (op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2208 op->direction = dir;
2209 else
2210 op->direction = 0;
2211
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object (op, op->facing);
2217
2218 return retval;
2229} 2219}
2230 2220
2231/* This is similar to handle_player, below, but is only used by the 2221/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2222 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2223 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2224 * the new speed values for commands.
2235 * 2225 *
2236 * Returns true if there are more actions we can do. 2226 * Returns true if there are more actions we can do. Should not do
2227 * many actions in a row, as that would be too unfair to other
2228 * players.
2237 */ 2229 */
2230bool
2238int handle_newcs_player(object *op) 2231handle_newcs_player (object *op)
2239{ 2232{
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)) { 2233 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 } 2234 {
2235 if (op->speed_left > 0.f)
2236 {
2237 --op->speed_left;
2238 flee_player (op);
2264 2239
2265 /* I've been seeing crashes where the golem has been destroyed, but 2240 return true;
2266 * the player object still points to the defunct golem. The code that 2241 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2242 else
2268 * put this in a a workaround to clean up the golem pointer. 2243 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 } 2244 }
2276 2245
2277 /* call this here - we also will call this in do_ericserver, but 2246 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2247 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2248 * called, so we recheck it here.
2280 */ 2249 */
2281 HandleClient(&op->contr->socket, op->contr); 2250 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2251 return true;
2283 2252
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2253 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); 2254 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2255
2294 else return 0; 2256 return false;
2295 } 2257}
2258
2259int
2260save_life (object *op)
2261{
2262 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2263 return 0;
2297}
2298 2264
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) 2265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2266 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2267 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2268 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2269 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2270
2311 if (op->contr) 2271 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2272 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2273
2314 free_object(tmp); 2274 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2275 CLEAR_FLAG (op, FLAG_LIFESAVE);
2276
2316 if(op->stats.hp<0) 2277 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2278 op->stats.hp = op->stats.maxhp;
2279
2318 if(op->stats.food<0) 2280 if (op->stats.food < 0)
2319 op->stats.food = 999; 2281 op->stats.food = 999;
2320 fix_player(op); 2282
2283 op->update_stats ();
2321 return 1; 2284 return 1;
2322 } 2285 }
2286
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2287 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2288 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2289 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2290 return 0;
2327} 2291}
2328 2292
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2293/* 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 2294 * 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 2295 * function will descend into containers. op is the object to start the search
2332 * from. 2296 * from.
2333 */ 2297 */
2298static void
2334void remove_unpaid_objects(object *op, object *env) 2299drop_unpaid_items (object *op, object *env)
2335{ 2300{
2336 object *next;
2337
2338 while (op) { 2301 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2302 {
2340 * we remove object 'op' 2303 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2304
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2305 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2306 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2307 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2308 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 2309
2310 op->insert_at (env);
2311 }
2312 else if (op->inv)
2313 drop_unpaid_items (op->inv, env);
2314
2315 op = next;
2316 }
2317}
2318
2319void
2320object::drop_unpaid_items ()
2321{
2322 if (!flag [FLAG_REMOVED])
2323 ::drop_unpaid_items (inv, this);
2324}
2355 2325
2356/* 2326/*
2357 * Returns pointer a static string containing gravestone text 2327 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2328 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2329 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2330 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2331 * but there isn't one in the server directory.
2362 */ 2332 */
2333char *
2363char *gravestone_text (object *op) 2334gravestone_text (object *op)
2364{ 2335{
2365 static char buf2[MAX_BUF]; 2336 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2337 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2338 time_t now = time (NULL);
2368 2339
2369 strcpy (buf2, " R.I.P.\n\n"); 2340 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2341 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2342 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2343 else
2373 sprintf (buf, "%s\n", op->name); 2344 sprintf (buf, "%s\n", &op->name);
2345
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2346 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2347 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2349 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2350 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2351 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2352
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2353 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2354 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2355 if (op->type == PLAYER)
2356 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2357 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2358 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2359 strcat (buf2, buf);
2386 } 2360 }
2361
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2362 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2364 strcat (buf2, buf);
2365
2390 return buf2; 2366 return buf2;
2391} 2367}
2392 2368
2393 2369void
2394
2395void do_some_living(object *op) { 2370do_some_living (object *op)
2371{
2396 int last_food=op->stats.food; 2372 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2373 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2374 int over_hp, over_sp, over_grace;
2399 int i; 2375 int i;
2400 int rate_hp = 1200; 2376 int rate_hp = 1200;
2401 int rate_sp = 2500; 2377 int rate_sp = 2500;
2402 int rate_grace = 2000; 2378 int rate_grace = 2000;
2403 const int max_hp = 1; 2379 const int max_hp = 1;
2404 const int max_sp = 1; 2380 const int max_sp = 1;
2405 const int max_grace = 1; 2381 const int max_grace = 1;
2406 2382
2407 if (op->contr->outputs_sync) { 2383 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2384 {
2409 if (op->contr->outputs[i].buf!=NULL && 2385 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2386 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2387 * depending on the value of invisible, so we need to
2388 * alternate it here for it to work correctly.
2389 */
2390 if (pticks & 2)
2391 op->invisible--;
2412 } 2392 }
2393 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2394 {
2395 if (!op->invisible--)
2396 {
2397 make_visible (op);
2398 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2399 }
2400 }
2413 2401
2414 if(op->contr->state==ST_PLAYING) { 2402 if (op->contr->ns->state == ST_PLAYING)
2415 2403 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2404 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2405 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) 2406 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2407 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2408 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2409 {
2410 gen_hp = op->stats.maxhp;
2411 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2412 }
2413
2414 if (op->contr->gen_sp >= 0)
2415 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else
2417 {
2418 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 }
2421
2422 if (op->contr->gen_grace >= 0)
2423 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2424 else
2425 {
2426 gen_grace = op->stats.maxgrace;
2427 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2428 }
2429
2430 /* Regenerate Grace */
2431 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2432 if (--op->last_grace < 0)
2433 {
2434 if (op->stats.grace < op->stats.maxgrace / 2)
2435 op->stats.grace++; /* no penalty in food for regaining grace */
2436
2437 if (max_grace > 1)
2438 {
2439 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2440 if (over_grace > 0)
2441 {
2442 op->stats.sp += over_grace
2443 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2444 op->last_grace = 0;
2445 }
2446 else
2447 {
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2449 }
2450 }
2451 else
2452 {
2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2454 }
2455 /* wearing stuff doesn't detract from grace generation. */
2456 }
2457
2458 if (op->stats.food > 0)
2459 {
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp++;
2468
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 {
2472 op->stats.food--;
2473
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 }
2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496
2497 op->last_sp = 0;
2498 }
2499 else
2500 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2501 }
2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505
2506 /* Regenerate Hit Points */
2507 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.hp < op->stats.maxhp)
2510 {
2511 op->stats.hp++;
2512
2513 /* dms do not consume food */
2514 if (!QUERY_FLAG (op, FLAG_WIZ))
2515 {
2516 op->stats.food--;
2517
2518 if (op->contr->digestion < 0)
2519 op->stats.food += op->contr->digestion;
2520 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2521 op->stats.food = last_food;
2522 }
2523 }
2524
2525 if (max_hp > 1)
2526 {
2527 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2528
2529 if (over_hp > 0)
2530 {
2531 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2532 op->last_heal = 0;
2533 }
2534 else
2535 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2536 }
2537 else
2538 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2539 }
2540 }
2541
2542 /* Digestion */
2543 if (--op->last_eat < 0)
2544 {
2545 int bonus = max (0, op->contr->digestion),
2546 penalty = max (0, -op->contr->digestion);
2547
2548 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2549
2534 /* dms do not consume food */ 2550 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2552 op->stats.food--;
2537 } 2553 }
2538 2554
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2555 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2556 {
2557 object *tmp, *flesh = 0;
2541 2558
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2559 for (tmp = op->inv; tmp; tmp = tmp->below)
2560 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2561 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2562 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2563 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2564 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2565 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2566 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2567 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2568 break;
2549 } 2569 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2570 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2571 flesh = tmp;
2552 } /* end of for loop */ 2572 } /* End if paid for object */
2573 } /* end of for loop */
2574
2553 /* If player is still starving, it means they don't have any food, so 2575 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2576 * eat flesh instead.
2555 */ 2577 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2578 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2579 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2581 manual_apply (op, flesh, 0);
2559 } 2582 }
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 2583 }
2584
2585 if (op->stats.food < 0)
2586 {
2587 op->stats.hp += op->stats.food;
2588 op->stats.food = 0;
2589 }
2590
2591 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2592 kill_player (op);
2593 }
2594}
2570 2595
2571/* If the player should die (lack of hp, food, etc), we call this. 2596/* 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 2597 * 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 2598 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2599 * file.
2575 */ 2600 */
2601void
2576void kill_player(object *op) 2602kill_player (object *op)
2577{ 2603{
2604 int x, y;
2578 char buf[MAX_BUF]; 2605 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2606 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2607 int will_kill_again;
2587 archetype *at; 2608 archetype *at;
2588 object *tmp; 2609 object *tmp;
2589 2610
2590 if(save_life(op)) 2611 if (save_life (op))
2591 return; 2612 return;
2592 2613
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2614 /* 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. 2615 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2616 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2617 */
2598 if (op_on_battleground(op, &x, &y)) { 2618 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2619 {
2600 "You have been defeated in combat!"); 2620 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, 2621 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2622
2603
2604 /* restore player */ 2623 /* restore player */
2605 at = find_archetype("poisoning"); 2624 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2625 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2626 {
2608 remove_ob(tmp); 2627 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2628 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2629 }
2612 2630
2613 at = find_archetype("confusion"); 2631 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2632 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2633 {
2616 remove_ob(tmp); 2634 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2635 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2636 }
2620 2637
2621 cure_disease(op,0); /* remove any disease */ 2638 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2639 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2640 if (op->stats.food <= 0)
2624 2641 op->stats.food = 999;
2642
2625 /* create a bodypart-trophy to make the winner happy */ 2643 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2644 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2645 {
2646 tmp->name = format ("%s's finger" , &op->name);
2647 tmp->name_pl = format ("%s's fingers", &op->name);
2648 tmp->msg = format (
2649 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2650 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2651 );
2652 tmp->value = 0, tmp->type = 0;
2653 tmp->materialname = "organics";
2654 tmp->insert_at (op, tmp);
2628 { 2655 }
2629 sprintf(buf,"%s's finger",op->name); 2656
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641
2642 /* teleport defeated player to new destination*/ 2657 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2658 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2659 op->contr->braced = 0;
2645 return; 2660 return;
2646 } 2661 }
2647 2662
2648 INVOKE_PLAYER (DEATH, op->contr); 2663 INVOKE_PLAYER (DEATH, op->contr);
2649 2664
2650 command_kill_pets (op, 0); 2665 command_kill_pets (op, 0);
2651 2666
2652 if(op->stats.food<0) { 2667 if (op->stats.food < 0)
2653 if (op->contr->explore) {
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);
2660 strcpy(op->contr->killer,"starvation"); 2668 strcpy (op->contr->killer, "starvation");
2661 }
2662 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);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2669
2670 op->contr->play_sound (sound_find ("player_dies"));
2671
2673 /* save the map location for corpse, gravestone*/ 2672 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2673 x = op->x;
2674 y = op->y;
2675 map = op->map;
2675 2676
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2677 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2678 * 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. 2679 * See the config.h file for a little more in depth detail about this.
2681 */ 2680 */
2682 2681
2683 /* Basically two ways to go - remove a stat permanently, or just 2682 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2683 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2684 * of death.
2686 */ 2685 */
2687#ifndef COZY_SERVER 2686#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2687 if (settings.balanced_stat_loss)
2688 {
2689 /* If stat loss is permanent, lose one stat only. */ 2689 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2690 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2691 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2692 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2693 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2694 little bit harder. */
2695 /* GD */ 2695 /* GD */
2696 if (settings.stat_loss_on_death) 2696 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2697 num_stats_lose = 1;
2698 else 2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2699 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2700 }
2701 else
2701 num_stats_lose = 1; 2702 num_stats_lose = 1;
2702 } 2703
2703 lost_a_stat = 0; 2704 lost_a_stat = 0;
2704 2705
2705 for (z=0; z<num_stats_lose; z++) { 2706 for (z = 0; z < num_stats_lose; z++)
2707 {
2706 i = RANDOM() % NUM_STATS; 2708 i = RANDOM () % NUM_STATS;
2707 2709
2708 if (settings.stat_loss_on_death) { 2710 if (settings.stat_loss_on_death)
2711 {
2709 /* Pick a random stat and take a point off it. Tell the player 2712 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2713 * what he lost.
2711 */ 2714 */
2712 change_attr_value(&(op->stats), i,-1); 2715 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2716 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2717 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2718 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2719 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2720 lost_a_stat = 1;
2718 } else { 2721 }
2722 else
2723 {
2719 /* deplete a stat */ 2724 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2725 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2726 object *dep;
2727
2728 dep = present_arch_in_ob (deparch, op);
2729 if (!dep)
2722 2730 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2731 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2732 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 2733 }
2756 if (lose_this_stat) { 2734 lose_this_stat = 1;
2735 if (settings.balanced_stat_loss)
2736 {
2737 /* GD */
2738 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2739 this_stat = get_attr_value (&(dep->stats), i);
2740 if (this_stat < 0)
2741 {
2742 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2743 int keep_chance = this_stat * this_stat;
2744
2745 /* Yes, I am paranoid. Sue me. */
2746 if (keep_chance < 1)
2747 keep_chance = 1;
2748
2749 /* There is a maximum depletion total per level. */
2750 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2751 {
2752 lose_this_stat = 0;
2753 /* Take loss chance vs keep chance to see if we
2754 retain the stat. */
2755 }
2756 else
2757 {
2758 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2759 lose_this_stat = 0;
2760 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2761 this_stat, keep_chance, loss_chance,
2762 lose_this_stat?"LOSE":"KEEP"); */
2763 }
2764 }
2765 }
2766
2767 if (lose_this_stat)
2768 {
2769 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2770 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2771 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2772 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2773 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2774 * difference.
2763 */ 2775 */
2764 if (this_stat>=-50) { 2776 if (this_stat >= -50)
2777 {
2765 change_attr_value(&(dep->stats), i, -1); 2778 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2779 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2781 op->update_stats ();
2769 lost_a_stat = 1; 2782 lost_a_stat = 1;
2770 } 2783 }
2771 } 2784 }
2785 }
2772 } 2786 }
2773 }
2774 /* If no stat lost, tell the player. */ 2787 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2788 if (!lost_a_stat)
2776 { 2789 {
2777 /* determine_god() seems to not work sometimes... why is this? 2790 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2791 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2792 const char *god = determine_god (op);
2793
2780 if (god && (strcmp(god, "none"))) 2794 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2795 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" 2796 else
2783 " you.", god); 2797 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 } 2798 }
2799#else
2800 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2801#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 2802
2792 /* Put a gravestone up where the character 'almost' died. List the 2803 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2804 * exp loss on the stone.
2794 */ 2805 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2806 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2807 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2808 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2809 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2810 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2811 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" 2812 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; 2813 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2814 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2815
2809 /**************************************/ 2816 /**************************************/
2810 /* */ 2817 /* */
2811 /* Subtract the experience points, */ 2818 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2819 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2820 /* food, and reset HP's... */
2814 /* */ 2821 /* */
2815 /**************************************/ 2822 /**************************************/
2816 2823
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2824 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2825 /* restore player */
2819 at = find_archetype("poisoning"); 2826 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2827 tmp = present_arch_in_ob (at, op);
2828
2821 if (tmp) { 2829 if (tmp)
2822 remove_ob(tmp); 2830 {
2823 free_object(tmp); 2831 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2832 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2833 }
2826 2834
2827 at = find_archetype("confusion"); 2835 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2836 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2837 if (tmp)
2830 remove_ob(tmp); 2838 {
2831 free_object(tmp); 2839 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2840 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2841 }
2842
2834 cure_disease(op,0); /* remove any disease */ 2843 cure_disease (op, 0, 0); /* remove any disease */
2835 2844
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2845 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2846 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2847 if (op->stats.food < 100)
2848 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2852
2843 /* 2853 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2854 * 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 2855 * and put them back in the map.
2846 * in the map. 2856 */
2847 */ 2857 op->drop_unpaid_items ();
2848 2858
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 /****************************************/ 2859 /****************************************/
2858 /* */ 2860 /* */
2859 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2861 /* */ 2863 /* */
2862 /****************************************/ 2864 /****************************************/
2863 2865
2864 enter_player_savebed(op); 2866 enter_player_savebed (op);
2865 2867
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2868 op->contr->braced = 0;
2870 save_player(op,1);
2871 2869
2872 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2873 * on the space that might harm the player.
2876 */ 2874 */
2877 will_kill_again=0; 2875 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
2881 } 2879
2882 if (will_kill_again) { 2880 if (will_kill_again)
2881 {
2883 object *force; 2882 object *force;
2884 int at; 2883 int at;
2885 2884
2886 force=get_archetype(FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2887 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2888 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2890 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2892 force->resist[at] = 100;
2894 } 2893
2895 insert_ob_in_ob(force, op); 2894 insert_ob_in_ob (force, op);
2896 fix_player(op); 2895 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2896
2897 }
2898
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2899 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} 2900}
2972 2901
2973 2902void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2903loot_object (object *op)
2904{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2905 object *tmp, *tmp2, *next;
2976 2906
2977 if (op->container) { /* close open sack first */ 2907 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2908
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2909 for (tmp = op->inv; tmp; tmp = next)
2910 {
2982 next=tmp->below; 2911 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2912
2984 remove_ob(tmp); 2913 if (tmp->invisible)
2914 continue;
2915
2916 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2917 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2918
2987 loot_object(tmp); 2919 if (tmp->type == CONTAINER)
2988 } 2920 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2921
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2923 {
2991 if(tmp->nrof>1) { 2924 if (tmp->nrof > 1)
2925 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2926 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2927 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
2929 }
2930 else
2931 tmp->destroy ();
2932 }
2995 } else 2933 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2935 }
3000} 2936}
3001 2937
3002/* 2938/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2939 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2940 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2941 * was changed.
3006 */ 2942 */
3007 2943void
3008void fix_weight(void) { 2944fix_weight (void)
3009 player *pl; 2945{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2946 for_all_players (pl)
2947 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2948 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2949
3012 if(old == sum) 2950 if (old == sum)
3013 continue; 2951 continue;
3014 fix_player(pl->ob); 2952 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 2954 }
3018} 2955}
3019 2956
2957void
3020void fix_luck(void) { 2958fix_luck (void)
3021 player *pl; 2959{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2960 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2961 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2962 pl->ob->change_luck (0);
3025} 2963}
3026
3027 2964
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2965/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2966 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2967 * just treat this as any other spell casting object.
3031 */ 2968 */
3032
3033void 2969void
3034cast_dust (object * op, object * throw_ob, int dir) 2970cast_dust (object *op, object *throw_ob, int dir)
3035{ 2971{
3036 object *skop, *spob; 2972 object *skop, *spob;
3037 2973
3038 skop = find_skill_by_name (op, throw_ob->skill); 2974 skop = find_skill_by_name (op, throw_ob->skill);
3039 2975
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2976 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2977 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2978 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2979 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2980 return;
3046 } 2981 }
3047 2982
3048 spob = throw_ob->inv; 2983 spob = throw_ob->inv;
3049 2984
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2985 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2986 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2987 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2988 if (!spob)
3054 { 2989 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2990 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2991 return;
3058 } 2992 }
3059 2993
3060 if (op->type == PLAYER) 2994 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2995 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2996
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2997 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2998
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2999 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3000}
3069 3001
3002void
3070void make_visible (object *op) { 3003make_visible (object *op)
3004{
3071 op->hide = 0; 3005 op->hide = 0;
3072 op->invisible = 0; 3006 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 3007
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) 3008 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3009 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3010 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3011 op->contr->invis_race = 0;
3012 }
3013
3014 update_object (op, UP_OBJ_CHANGE);
3015}
3016
3017int
3018is_true_undead (object *op)
3019{
3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3021 return 1;
3022
3089 return 0; 3023 return 0;
3090} 3024}
3091 3025
3092/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3028 * indicate greater hideability.
3095 */ 3029 */
3096 3030int
3097int hideability(object *ob) { 3031hideability (object *ob)
3032{
3098 int i,level=0, mflag; 3033 int i, level = 0, mflag;
3099 sint16 x,y; 3034 sint16 x, y;
3100 3035
3101 if(!ob||!ob->map) return 0; 3036 if (!ob || !ob->map)
3037 return 0;
3102 3038
3103 /* so, on normal lighted maps, its hard to hide */ 3039 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3040 level = ob->map->darkness - 2;
3105 3041
3106 /* this also picks up whether the object is glowing. 3042 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3043 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3044 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3045 if (has_carried_lights (ob))
3046 level = -(10 + (2 * ob->map->darkness));
3110 3047
3111 /* scan through all nearby squares for terrain to hide in */ 3048 /* 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]) { 3049 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3050 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3052 if (mflag & P_OUT_OF_MAP)
3053 {
3054 continue;
3055 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3057 level += 2;
3117 else /* open terrain! */ 3058 else /* open terrain! */
3118 level -= 1; 3059 level -= 1;
3119 } 3060 }
3120 3061
3121#if 0 3062#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3063 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3064#endif
3124 return level; 3065 return level;
3125} 3066}
3126 3067
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3072 */
3132 3073void
3133void do_hidden_move (object *op) { 3074do_hidden_move (object *op)
3075{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3077 object *skop;
3136 3078
3137 if(!op || !op->map) return; 3079 if (!op || !op->map)
3080 return;
3138 3081
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3082 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3083
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3084 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3085 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3086 if (!skop || num >= skop->level)
3087 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3088 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3089 make_visible (op);
3146 return; 3090 return;
3147 } else num += 20;
3148 } 3091 }
3092 else
3093 num += 20;
3094
3149 num += op->map->difficulty; 3095 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3096 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3097 num -= hide;
3098
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3100 {
3153 make_visible(op); 3101 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3102 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3104 }
3157 else if (op->type == PLAYER && skop) { 3105 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3107}
3161 3108
3162/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3163 3110
3111int
3164int stand_near_hostile( object *who ) { 3112stand_near_hostile (object *who)
3113{
3165 object *tmp=NULL; 3114 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3115 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3116 maptile *m;
3168 sint16 x,y; 3117 sint16 x, y;
3169 3118
3170 if(!who) return 0; 3119 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; 3120 return 0;
3121
3122 if (who->type == PLAYER)
3123 player = 1;
3124
3125 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3127
3128 /* search adjacent squares */
3129 for (i = 1; i < 9; i++)
3130 {
3131 x = who->x + freearr_x[i];
3132 y = who->y + freearr_y[i];
3133 m = who->map;
3134 mflags = get_map_flags (m, &m, x, y, &x, &y);
3135 /* space must be blocked if there is a monster. If not
3136 * blocked, don't need to check this space.
3137 */
3138 if (mflags & P_OUT_OF_MAP)
3139 continue;
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue;
3142
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3146 return 1;
3147 else if (tmp->type == PLAYER)
3148 {
3149 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3151 return 1;
3152 }
3153 }
3154 }
3155 return 0;
3200} 3156}
3201 3157
3202/* check the player los field for viewability of the 3158/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3166 * 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. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3168 * -b.t.
3213 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3214 */ 3170 */
3215 3171int
3216int player_can_view (object *pl,object *op) { 3172player_can_view (object *pl, object *op)
3173{
3217 rv_vector rv; 3174 rv_vector rv;
3218 int dx,dy; 3175 int dx, dy;
3219 3176
3220 if(pl->type!=PLAYER) { 3177 if (pl->type != PLAYER)
3178 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3179 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; 3180 return -1;
3247 op = op->more;
3248 } 3181 }
3182
3183 if (!pl || !op)
3249 return 0; 3184 return 0;
3185
3186 op = op->head_ ();
3187
3188 get_rangevector (pl, op, &rv, 0x1);
3189
3190 /* starting with the 'head' part, lets loop
3191 * through the object and find if it has any
3192 * part that is in the los array but isn't on
3193 * a blocked los square.
3194 * we use the archetype to figure out offsets.
3195 */
3196 while (op)
3197 {
3198 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y;
3200
3201 /* only the viewable area the player sees is updated by LOS
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1;
3209
3210 op = op->more;
3211 }
3212
3213 return 0;
3250} 3214}
3251 3215
3252/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3218 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3219 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3220 * return 0.
3257 */ 3221 */
3222int
3258int action_makes_visible (object *op) { 3223action_makes_visible (object *op)
3259 3224{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3228 return 0;
3263 3229
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3265 3232
3266 /* If monsters, they should become visible */ 3233 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3237 return 1;
3270 } 3238 }
3271 } 3239 }
3240
3272 return 0; 3241 return 0;
3273} 3242}
3274 3243
3275/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3246 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3247 * -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 3248 * 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 3249 * 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 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3251 */
3252int
3283int op_on_battleground (object *op, int *x, int *y) { 3253op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3254{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3255 /* 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), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3264 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3266 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3270 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3272 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3274 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3276 {
3277 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3280 return 1;
3281 }
3282 }
3283 }
3284
3285 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3305 return 1; 3288 return 1;
3306 } 3289 }
3307 } 3290 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3291 }
3313 } 3292
3314 }
3315 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3316 return 0; 3294 return 0;
3317} 3295}
3318 3296
3319/* 3297/*
3323 * attributes: 3301 * attributes:
3324 * object *who the dragon player 3302 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3303 * int atnr the attack-number of the ability focus
3326 * int level ability level 3304 * int level ability level
3327 */ 3305 */
3306void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3307dragon_ability_gain (object *who, int atnr, int level)
3308{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3309 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3310 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3311 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3312 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3314 int i = 0, j = 0;
3335 3315
3336 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3325
3346 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3347 return; 3327 return;
3348 3328
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3330
3351 3331 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3332 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3334 return;
3355 } 3335 }
3356 3336
3357 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3338 item = tr->item;
3359 3339
3360 if (item->type == SPELL) { 3340 if (item->type == SPELL)
3341 {
3361 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3362 return; 3343 return;
3363 3344
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3345 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); 3346 do_learn_spell (who, item, 0);
3366 return; 3347 return;
3367 } 3348 }
3368 3349
3369 /* grant direct spell */ 3350 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3351 if (item->type == SPELLBOOK)
3352 {
3371 if (!item->inv) { 3353 if (!item->inv)
3354 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3355 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3356 return;
3375 } 3357 }
3376 if (check_spell_known (who, item->inv->name)) 3358 if (check_spell_known (who, item->inv->name))
3377 return; 3359 return;
3378 if (item->invisible) { 3360 if (item->invisible)
3361 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3362 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); 3363 do_learn_spell (who, item->inv, 0);
3381 return; 3364 return;
3382 } 3365 }
3383 } 3366 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3367 else if (item->type == SKILL_TOOL && item->invisible)
3368 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3369 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3370 {
3386 3371
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3372 /* 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 3373 * 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, 3374 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3375 * but not all of them, he gets nothing.
3391 */ 3376 */
3392 if (!(skop->attacktype & item->attacktype)) { 3377 if (!(skop->attacktype & item->attacktype))
3378 {
3393 /* Give new attacktype */ 3379 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3380 skop->attacktype |= item->attacktype;
3395 3381
3396 /* always add physical if there's none */ 3382 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3383 skop->attacktype |= AT_PHYSICAL;
3398 3384
3399 if (item->msg != NULL) 3385 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3386 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3387
3402 /* Give player new face */ 3388 /* Give player new face */
3403 if (item->animation_id) { 3389 if (item->animation_id)
3390 {
3404 who->face = skop->face; 3391 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3392 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3393 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3394 who->last_anim = 0;
3408 who->state = 0; 3395 who->state = 0;
3409 animate_object(who, who->direction); 3396 animate_object (who, who->direction);
3410 } 3397 }
3398 }
3399 }
3411 } 3400 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3401 else if (item->type == FORCE)
3402 {
3415 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3404 object *skin;
3405
3417 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3408 ;
3420 if (skin == NULL) return; 3409
3421 3410 if (!skin)
3411 return;
3412
3422 /* adding new spellpath attunements */ 3413 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3415 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3416 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3417
3426 /* print message */ 3418 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3419 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3420 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3421 {
3430 if (j) 3422 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3423 {
3432 else 3424 if (j)
3433 j = 1; 3425 strcat (buf, " and ");
3426 else
3427 j = 1;
3434 strcat(buf, spellpathnames[i]); 3428 strcat (buf, spellpathnames[i]);
3435 } 3429 }
3436 } 3430 }
3437 strcat(buf,"."); 3431 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3433 }
3440 3434
3441 /* evtl. adding flags: */ 3435 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3436 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3437 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3438 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3439 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3441 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3442
3449 /* print message if there is one */ 3443 /* print message if there is one */
3450 if (item->msg != NULL) 3444 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 }
3447 else
3452 } 3448 {
3453 else {
3454 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3451 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); 3452 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3453 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3454 esrv_send_item (who, tmp);
3460 } 3455 }
3461} 3456}
3462 3457
3463/** 3458/**
3464 * Unready an object for a player. This function does nothing if the object was 3459 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3460 * not readied.
3466 */ 3461 */
3462void
3467void player_unready_range_ob(player *pl, object *ob) { 3463player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3464{
3465 if (pl->ob->current_weapon == ob)
3466 pl->ob->current_weapon = 0;
3469 3467
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3468 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3469 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3470
3473 if (pl->shoottype == i) { 3471 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3472 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3473}
3474
3475sint8
3476player::visibility_at (maptile *map, int x, int y) const
3477{
3478 if (!ns)
3479 return 0;
3480
3481 int dx, dy;
3482 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483 return 0;
3484
3485 x += dx - ns->current_x + ns->mapx / 2;
3486 y += dy - ns->current_y + ns->mapy / 2;
3487
3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489 return 0;
3490
3491 return 100 - blocked_los [x][y];
3492}
3493
3494void
3495player::infobox (const char *title, const char *msg, int color)
3496{
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498}
3499
3500void
3501player::statusmsg (const char *msg, int color)
3502{
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504}
3505
3506void
3507player::failmsg (const char *msg, int color)
3508{
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511}
3512

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