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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 1.180 by root, Tue Apr 15 14:06:36 2008 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.9 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 */ 326 ob->deactivate (); // change_Weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 327}
190 328
191/* This no longer sets the player map. Also, it now updates 329void
192 * all the pointers so the caller doesn't need to do that. 330player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 331{
194 */ 332 observe = op ? op : ob;
333 do_los = 1;
334}
195 335
196/* Redo this to do both get_player_ob and get_player. 336player::player ()
197 * Hopefully this will be less bugfree and simpler. 337{
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 - 338 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 339 * we deal with that below this point.
236 */ 340 */
237 p->party=NULL; 341 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 342 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 344
243#ifdef AUTOSAVE 345 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 346
245#endif 347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
246 367 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 368 ob->destroy_inv (false);
369 ob->destroy ();
248 370 }
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 */
257 371
258 roll_stats(op); 372 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} 373}
300 374
301 375player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 376{
305 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
306 op->x = -1; 378 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 379}
310 380
311/* Tries to add player on the connection passwd in ns. 381/* 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 382 * All we can really get in this is some settings like host and display
313 * mode. 383 * mode.
314 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
315 389
316int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 391
319 p=get_player(NULL); 392 pl->ob->roll_stats ();
320 p->socket = *ns; 393 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 394 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 395
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); 396 set_first_map (pl->ob);
331 397
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; 398 return pl;
339} 399}
340 400
341/* 401/*
342 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
345 */ 405 */
406archetype *
346archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
347{ 408{
348 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
410
349 for (;;) { 411 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 } 412 {
361} 413 if (++i == archetypes.end ())
414 i = archetypes.begin ();
415 else if (*i == at)
416 cleanup ("not a single player archetype found");
362 417
418 if ((*i)->type == PLAYER)
419 return *i;
420 }
421}
363 422
423object *
364object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
365 object *op = NULL; 426 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 427 objectlink *ol;
368 unsigned lastdist; 428 unsigned lastdist;
369 rv_vector rv; 429 rv_vector rv;
370 430
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 432 {
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)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 434 continue;
398 435
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) { 436 if (lastdist > rv.distance)
408 op=pl->ob; 437 {
438 op = ol->ob;
409 lastdist=rv.distance; 439 lastdist = rv.distance;
440 }
410 } 441 }
411 } 442
412 } 443 for_all_players (pl)
444 if (can_detect_enemy (mon, pl->ob, &rv))
445 if (lastdist > rv.distance)
446 {
447 op = pl->ob;
448 lastdist = rv.distance;
449 }
450
413#if 0 451#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 452 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 453#endif
416 return op; 454 return op;
417} 455}
418 456
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 457/* 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 458 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 459 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 473 * 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 474 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 475 * is probably not a good thing.
438 */ 476 */
439#define MAX_SPACES 50 477#define MAX_SPACES 50
440
441 478
442/* 479/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 480 * 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 481 * 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 482 * 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. 495 * 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, 496 * 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 497 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 498 * is blocking itself.
462 */ 499 */
500int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 501path_to_player (object *mon, object *pl, unsigned mindiff)
502{
464 rv_vector rv; 503 rv_vector rv;
465 sint16 x,y; 504 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 505 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 506 maptile *m, *lastmap;
468 507
469 get_rangevector(mon, pl, &rv, 0); 508 get_rangevector (mon, pl, &rv, 0);
470 509
471 if (rv.distance<mindiff) return 0; 510 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; 511 return 0;
724}
725 512
726void confirm_password(object *op) { 513 x = mon->x;
514 y = mon->y;
515 m = mon->map;
516 dir = rv.direction;
517 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
518 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 519
728 op->contr->write_buf[0]='\0'; 520 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 521 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 522 return 0;
731}
732 523
524 while (diff > 1 && max > 0)
525 {
526 lastx = x;
527 lasty = y;
528 lastmap = m;
529 x = lastx + freearr_x[dir];
530 y = lasty + freearr_y[dir];
531
532 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
534
535 /* Space is blocked - try changing direction a little */
536 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
537 && (m == mon->map && blocked_link (mon, m, x, y))))
538 {
539 /* recalculate direction from last good location. Possible
540 * we were not traversing ideal location before.
541 */
542 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
543 if (rv.direction != dir)
544 {
545 /* OK - says direction should be different - lets reset the
546 * the values so it will try again.
547 */
548 x = lastx;
549 y = lasty;
550 m = lastmap;
551 dir = firstdir = rv.direction;
552 }
553 else
554 {
555 /* direct path is blocked - try taking a side step to
556 * either the left or right.
557 * Note increase the values in the loop below to be
558 * more than -1/1 respectively will mean the monster takes
559 * bigger detour. Have to be careful about these values getting
560 * too big (3 or maybe 4 or higher) as the monster may just try
561 * stepping back and forth
562 */
563 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
564 {
565 if (i == 0)
566 continue; /* already did this, so skip it */
567 /* Use lastdir here - otherwise,
568 * since the direction that the creature should move in
569 * may change, you could get infinite loops.
570 * ie, player is northwest, but monster can only
571 * move west, so it does that. It goes some distance,
572 * gets blocked, finds that it should move north,
573 * can't do that, but now finds it can move east, and
574 * gets back to its original point. lastdir contains
575 * the last direction the creature has successfully
576 * moved.
577 */
578
579 x = lastx + freearr_x[absdir (lastdir + i)];
580 y = lasty + freearr_y[absdir (lastdir + i)];
581 m = lastmap;
582 mflags = get_map_flags (m, &m, x, y, &x, &y);
583 if (mflags & P_OUT_OF_MAP)
584 continue;
585 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
586 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
587 continue;
588 if (mflags & P_BLOCKSVIEW)
589 continue;
590
591 if (m == mon->map && blocked_link (mon, m, x, y))
592 break;
593 }
594 /* go through entire loop without finding a valid
595 * sidestep to take - thus, no valid path.
596 */
597 if (i == (DETOUR_AMOUNT + 1))
598 return 0;
599 diff--;
600 lastdir = dir;
601 max--;
602 if (!firstdir)
603 firstdir = dir + i;
604 } /* else check alternate directions */
605 } /* if blocked */
606 else
607 {
608 /* we moved towards creature, so diff is less */
609 diff--;
610 max--;
611 lastdir = dir;
612 if (!firstdir)
613 firstdir = dir;
614 }
615
616 if (diff <= 1)
617 {
618 /* Recalculate diff (distance) because we may not have actually
619 * headed toward player for entire distance.
620 */
621 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
622 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
623 }
624
625 if (diff > max)
626 return 0;
627 }
628
629 /* If we reached the max, didn't find a direction in time */
630 if (!max)
631 return 0;
632
633 return firstdir;
634}
635
636void
637give_initial_items (object *pl, treasurelist * items)
638{
639 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641
642 for (object *next, *op = pl->inv; op; op = next)
643 {
644 next = op->below;
645
646 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way
648 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650 SET_FLAG (op, FLAG_APPLIED);
651
652 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions
654 */
655 if (pl->type == PLAYER)
656 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
658 (op->type == ARMOUR || op->type == BOOTS ||
659 op->type == CLOAK || op->type == HELMET ||
660 op->type == SHIELD || op->type == GLOVES ||
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 {
663 op->destroy ();
664 continue;
665 }
666 }
667
668 /* This really needs to be better - we should really give
669 * a substitute spellbook. The problem is that we don't really
670 * have a good idea what to replace it with (need something like
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */
674 if (op->type == SPELLBOOK || op->type == SKILL)
675 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 {
684 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686 continue;
687 }
688
689 if (op->nrof > 1)
690 op->nrof = 1;
691 }
692
693 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695
696 /* Give starting characters identified, uncursed, and undamned
697 * items. Just don't identify gold or silver, or it won't be
698 * merged properly.
699 */
700 if (need_identify (op))
701 {
702 SET_FLAG (op, FLAG_IDENTIFIED);
703 CLEAR_FLAG (op, FLAG_CURSED);
704 CLEAR_FLAG (op, FLAG_DAMNED);
705 }
706 if (op->type == SPELL)
707 {
708 op->destroy ();
709 continue;
710 }
711 else if (op->type == SKILL)
712 {
713 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 op->stats.exp = 0;
715 op->level = 1;
716 }
717 /* lock all 'normal items by default */
718 else
719 SET_FLAG (op, FLAG_INV_LOCKED);
720 } /* for loop of objects in player inv */
721
722 /* Need to set up the skill pointers */
723 link_player_skills (pl);
724}
725
726void
733void get_party_password(object *op, partylist *party) { 727get_party_password (object *op, partylist *party)
728{
734 if (party == NULL) { 729 if (party == NULL)
730 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 731 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 732 return;
737 } 733 }
734
738 op->contr->write_buf[0]='\0'; 735 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 736 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 737 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 738 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 739}
743
744 740
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 741/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
742static int
746int roll_stat(void) { 743roll_stat (void)
744{
747 int a[4],i,j,k; 745 int a[4], i, j, k;
748 746
749 for(i=0;i<4;i++) 747 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 748 a[i] = (int) rndm (6) + 1;
751 749
752 for(i=0,j=0,k=7;i<4;i++) 750 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 751 if (a[i] < k)
754 k=a[i],j=i; 752 k = a[i], j = i;
755 753
756 for(i=0,k=0;i<4;i++) { 754 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 755 if (i != j)
758 k+=a[i]; 756 k += a[i];
759 } 757
760 return k; 758 return k;
761} 759}
762 760
763void roll_stats(object *op) { 761void
762object::roll_stats ()
763{
764 int statsort [NUM_STATS];
765
766 for (;;)
767 {
764 int sum=0; 768 int sum = 0;
765 int i = 0, j = 0; 769 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 770 sum += statsort [i] = roll_stat ();
767 771
768 do { 772 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 773 break;
770 op->stats.Dex=roll_stat(); 774 }
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);
780 775
781 /* Sort the stats so that rerolling is easier... */ 776 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 777 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;
789 778
790 /* a quick and dirty bubblesort? */ 779 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]; 780 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];
809 781
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; 782 stats.exp = 0;
821 op->stats.ac=0; 783 stats.ac = 0;
822 784
785 stats.hp = stats.maxhp;
786 stats.sp = stats.maxsp;
787 stats.grace = stats.maxgrace;
788
789 if (contr)
790 {
823 op->contr->levhp[1] = 9; 791 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 792 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 793 contr->levgrace[1] = 3;
826 794
827 fix_player(op); 795 contr->orig_stats = stats;
796 }
797}
798
799void
800object::swap_stats (int a, int b)
801{
802 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
803
804 for (int i = 0; i < NUM_STATS; ++i)
805 stats.stat (i) = contr->orig_stats.stat (i);
806
807 //TODO: the following code looks so borked and should, at the very least,
808 // be merged with the similar code in roll_stats
809 stats.ac = 0;
810
811 level = 1;
812 stats.exp = 0;
813 stats.ac = 0;
814
828 op->stats.hp = op->stats.maxhp; 815 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 816 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
831 op->contr->orig_stats=op->stats; 825 contr->orig_stats = stats;
826 }
832} 827}
833 828
834void Roll_Again(object *op) 829static void
830start_info (object *op)
835{ 831{
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]; 832 char buf[MAX_BUF];
844 833
845 if ( op->contr->Swap_First == -1 ) { 834 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); 835 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} 836}
953 837
954/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
958 * not the class. 842 * not the class.
959 */ 843 */
960 844void
961int key_change_class(object *op, char key) 845player::chargen_race_done ()
962{ 846{
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 */ 847 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 848 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 849
850 treasurelist *tl = treasurelist::find ("starting_wealth");
851 if (tl)
852 create_treasure (tl, ob, 0, 0, 0);
853
977 INVOKE_PLAYER (BIRTH, op->contr); 854 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 855 INVOKE_PLAYER (LOGIN, ob->contr);
979 856
980 op->contr->state=ST_PLAYING; 857 ob->contr->ns->state = ST_PLAYING;
981 858
982 if (op->msg) { 859 if (ob->msg)
983 free_string(op->msg); 860 ob->msg = 0;
984 op->msg=NULL;
985 }
986 861
987 /* We create this now because some of the unique maps will need it 862 /* We create this now because some of the unique maps will need it
988 * to save here. 863 * 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 */ 864 */
1029 865 {
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]; 866 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); 867 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 868 make_path_to_file (buf);
1101 next = mp->next; 869 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 870
1103 delete_map(mp); 871 start_info (ob);
1104 } 872 CLEAR_FLAG (ob, FLAG_WIZ);
1105 873 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 874 link_player_skills (ob);
875 esrv_send_inventory (ob, ob);
876 ob->update_stats ();
877
878 /* This moves the player to a different start map, if there
879 * is one for this race
880 */
881 if (*first_map_ext_path)
1107 } 882 {
1108 play_again(op); 883 object *tmp;
1109 return 1; 884 char mapname[MAX_BUF];
1110}
1111 885
886 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
887 tmp = object::create ();
888 EXIT_PATH (tmp) = mapname;
889 EXIT_X (tmp) = ob->x;
890 EXIT_Y (tmp) = ob->y;
891 ob->enter_exit (tmp); /* we don't really care if it succeeded;
892 * if the map isn't there, then stay on the
893 * default initial map */
894 tmp->destroy ();
895 }
896 else
897 LOG (llevDebug, "first_map_ext_path not set\n");
898}
899
900void
901player::chargen_race_next ()
902{
903 /* Following actually changes the race - this is the default command
904 * if we don't match with one of the options above.
905 */
906
907 do
908 {
909 shstr name = ob->name;
910 int x = ob->x, y = ob->y;
911
912 ob->remove_statbonus ();
913 ob->remove ();
914 ob->arch = get_player_archetype (ob->arch);
915 ob->arch->copy_to (ob);
916 ob->instantiate ();
917 ob->stats = ob->contr->orig_stats;
918 ob->name = ob->name_pl = name;
919 ob->x = x;
920 ob->y = y;
921 SET_ANIMATION (ob, 2); /* So player faces south */
922 insert_ob_in_map (ob, ob->map, ob, 0);
923 assign (ob->contr->title, ob->arch->object::name);
924 ob->add_statbonus ();
925 }
926 while (!allowed_class (ob));
927
928 update_object (ob, UP_OBJ_FACE);
929 esrv_update_item (UPD_FACE, ob, ob);
930 ob->update_stats ();
931 ob->stats.hp = ob->stats.maxhp;
932 ob->stats.sp = ob->stats.maxsp;
933 ob->stats.grace = 0;
934}
935
936void
1112void flee_player(object *op) { 937flee_player (object *op)
938{
1113 int dir,diff; 939 int dir, diff;
1114 rv_vector rv; 940 rv_vector rv;
1115 941
1116 if(op->stats.hp < 0) { 942 if (op->stats.hp < 0)
943 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 944 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 945 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 946 return;
1120 } 947 }
1121 948
1122 if(op->enemy==NULL) { 949 if (op->enemy == NULL)
950 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 951 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 952 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 953 return;
1126 } 954 }
1127 955
1128 /* Seen some crashes here. Since we don't store an 956 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 957 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 958 * actual enemy, and the object is recycled.
1131 */ 959 */
1132 if (op->enemy->map == NULL) { 960 if (op->enemy->map == NULL)
961 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 963 op->enemy = NULL;
1135 return; 964 return;
1136 } 965 }
1137 966
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 967 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
968 {
1139 op->enemy=NULL; 969 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 970 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 971 return;
1142 } 972 }
973
1143 get_rangevector(op, op->enemy, &rv, 0); 974 get_rangevector (op, op->enemy, &rv, 0);
1144 975
1145 dir=absdir(4+rv.direction); 976 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 977 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 } 978 {
979 int m = 1 - (RANDOM () & 2);
980
981 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
982 return;
983 }
984
1153 /* Cornered, get rid of scared */ 985 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 987 op->enemy = NULL;
1156} 988}
1157
1158 989
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 990/* 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 991 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 992 * stop.
1162 */ 993 */
994int
1163int check_pick(object *op) { 995check_pick (object *op)
996{
1164 object *tmp, *next; 997 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 998 int stop = 0;
1167 int j, k, wvratio; 999 int wvratio;
1168 char putstring[128], tmpstr[16]; 1000 char putstring[128];
1169
1170 1001
1171 /* if you're flying, you cna't pick up anything */ 1002 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1003 if (op->move_type & MOVE_FLYING)
1173 return 1; 1004 return 1;
1174 1005
1175 op_tag = op->count;
1176
1177 next = op->below; 1006 next = op->below;
1178 if (next) 1007
1179 next_tag = next->count; 1008 int cnt = MAX_ITEM_PER_DROP;
1009#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 1010
1181 /* loop while there are items on the floor that are not marked as 1011 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1012 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1013 while (next && !next->destroyed ())
1184 { 1014 {
1185 tmp = next; 1015 tmp = next;
1186 next = tmp->below; 1016 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1017
1190 if (was_destroyed (op, op_tag)) 1018 if (cnt <= 0)
1019 {
1020 op->failmsg ("Couldn't pickup all items at once.");
1021 return 0;
1022 }
1023
1024 if (op->destroyed ())
1191 return 0; 1025 return 0;
1192 1026
1193 if ( ! can_pick (op, tmp)) 1027 if (!can_pick (op, tmp))
1194 continue; 1028 continue;
1195 1029
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1030 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1031 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1032 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1200 continue; 1034 continue;
1201 } 1035 }
1202 1036
1203 /* high not bit set? We're using the old autopickup model */ 1037 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1038 if (!(op->contr->mode & PU_NEWMODE))
1039 {
1205 switch (op->contr->mode) { 1040 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1041 {
1207 case 1: pick_up (op, tmp); 1042 case 0:
1208 return 1; 1043 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1044 case 1:
1210 return 0; 1045 CHK_PICK_PICKUP;
1211 case 3: return 0; /* stop before pickup */ 1046 return 1;
1212 case 4: pick_up (op, tmp); 1047 case 2:
1213 break; 1048 CHK_PICK_PICKUP;
1214 case 5: pick_up (op, tmp); 1049 return 0;
1215 stop = 1; 1050 case 3:
1216 break; 1051 return 0; /* stop before pickup */
1217 case 6: 1052 case 4:
1053 CHK_PICK_PICKUP;
1054 break;
1055 case 5:
1056 CHK_PICK_PICKUP;
1057 stop = 1;
1058 break;
1059 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1060 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1061 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1062 CHK_PICK_PICKUP;
1221 break; 1063 break;
1222 1064
1223 case 7: 1065 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1066 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1067 CHK_PICK_PICKUP;
1226 break; 1068 break;
1227 1069
1228 default: 1070 default:
1229 /* use value density */ 1071 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1072 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1073 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1074 CHK_PICK_PICKUP;
1233 >= op->contr->mode) 1075 }
1234 pick_up(op,tmp); 1076 }
1235 } 1077 else
1236 } 1078 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1079 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1080 if (op->contr->mode & PU_DEBUG)
1240 { 1081 {
1241 /* some debugging code to figure out item information */ 1082 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1083 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1084 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1085 &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)))); 1086 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1087 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1088 &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)))); 1089
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1090 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1091 }
1251 1092
1252 sprintf(putstring,"...flags: "); 1093 /* philosophy:
1253 for(k=0;k<4;k++) 1094 * It's easy to grab an item type from a pile, as long as it's
1254 { 1095 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1096 * and selections, select-items should be used. This is a
1256 { 1097 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1098 * example.
1258 { 1099 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1100 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1101 * convert to decimal and then 'pickup <#>
1261 } 1102 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1103
1104 /* the first two modes are exclusive: if NOTHING we return, if
1105 * STOP then we stop. All the rest are applied sequentially,
1106 * meaning if any test passes, the item gets picked up. */
1107
1108 /* if mode is set to pick nothing up, return */
1109
1110 if (op->contr->mode & PU_NOTHING)
1111 return 1;
1112
1113 /* if mode is set to stop when encountering objects, return */
1114 /* take STOP before INHIBIT since it doesn't actually pick
1115 * anything up */
1116
1117 if (op->contr->mode & PU_STOP)
1118 return 0;
1119
1120 /* useful for going into stores and not losing your settings... */
1121 /* and for battles wher you don't want to get loaded down while
1122 * fighting */
1123 if (op->contr->mode & PU_INHIBIT)
1124 return 1;
1125
1126 /* prevent us from turning into auto-thieves :) */
1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1128 continue;
1129
1130 /* ignore known cursed objects */
1131 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1132 continue;
1133
1134 /* all food and drink if desired */
1135 /* question: don't pick up known-poisonous stuff? */
1136 if (op->contr->mode & PU_FOOD)
1137 if (tmp->type == FOOD)
1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 if (op->contr->mode & PU_DRINK)
1144 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1145 {
1146 CHK_PICK_PICKUP;
1147 continue;
1148 }
1149
1150 if (op->contr->mode & PU_POTION)
1151 if (tmp->type == POTION)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* spellbooks, skillscrolls and normal books/scrolls */
1158 if (op->contr->mode & PU_SPELLBOOK)
1159 if (tmp->type == SPELLBOOK)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_SKILLSCROLL)
1166 if (tmp->type == SKILLSCROLL)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_READABLES)
1173 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1174 {
1175 CHK_PICK_PICKUP;
1176 continue;
1177 }
1178
1179 /* wands/staves/rods/horns */
1180 if (op->contr->mode & PU_MAGIC_DEVICE)
1181 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* pick up all magical items */
1188 if (op->contr->mode & PU_MAGICAL)
1189 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_VALUABLES)
1196 {
1197 if (tmp->type == MONEY || tmp->type == GEM)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202 }
1203
1204 /* rings & amulets - talismans seems to be typed AMULET */
1205 if (op->contr->mode & PU_JEWELS)
1206 if (tmp->type == RING || tmp->type == AMULET)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* we don't forget dragon food */
1213 if (op->contr->mode & PU_FLESH)
1214 if (tmp->type == FLESH)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* bows and arrows. Bows are good for selling! */
1221 if (op->contr->mode & PU_BOW)
1222 if (tmp->type == BOW)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_ARROW)
1229 if (tmp->type == ARROW)
1230 {
1231 CHK_PICK_PICKUP;
1232 continue;
1233 }
1234
1235 /* all kinds of armor etc. */
1236 if (op->contr->mode & PU_ARMOUR)
1237 if (tmp->type == ARMOUR)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_HELMET)
1244 if (tmp->type == HELMET)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_SHIELD)
1251 if (tmp->type == SHIELD)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_BOOTS)
1258 if (tmp->type == BOOTS)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_GLOVES)
1265 if (tmp->type == GLOVES)
1266 {
1267 CHK_PICK_PICKUP;
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_CLOAK)
1272 if (tmp->type == CLOAK)
1273 {
1274 CHK_PICK_PICKUP;
1275 continue;
1276 }
1277
1278 /* hoping to catch throwing daggers here */
1279 if (op->contr->mode & PU_MISSILEWEAPON)
1280 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* careful: chairs and tables are weapons! */
1287 if (op->contr->mode & PU_ALLWEAPON)
1288 {
1289 if (tmp->type == WEAPON && tmp->name != NULL)
1290 {
1291 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1292 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1293 {
1294 CHK_PICK_PICKUP;
1295 continue;
1296 }
1297 }
1298
1299 if (tmp->type == WEAPON && tmp->name == NULL)
1300 {
1301 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1302 {
1303 CHK_PICK_PICKUP;
1304 continue;
1305 }
1306 }
1307 }
1308
1309 /* misc stuff that's useful */
1310 if (op->contr->mode & PU_KEY)
1311 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1312 {
1313 CHK_PICK_PICKUP;
1314 continue;
1315 }
1316
1317 /* any of the last 4 bits set means we use the ratio for value
1318 * pickups */
1319 if (op->contr->mode & PU_RATIO)
1320 {
1321 /* use value density to decide what else to grab */
1322 /* >=7 was >= op->contr->mode */
1323 /* >=7 is the old standard setting. Now we take the last 4 bits
1324 * and multiply them by 5, giving 0..15*5== 5..75 */
1325 wvratio = (op->contr->mode & PU_RATIO) * 5;
1326 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1327 {
1328 CHK_PICK_PICKUP;
1266#if 0 1329#if 0
1267 /* print the flags too */ 1330 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1331 if (tmp->name != NULL)
1269 { 1332 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1333 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1334 }
1272 { 1335 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1336 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1337 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1338 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 1339#endif
1340 continue;
1341 }
1342 }
1343 } /* the new pickup model */
1279 } 1344 }
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 1345
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; 1346 return !stop;
1443} 1347}
1444 1348
1445/* 1349/*
1446 * Find an arrow in the inventory and after that 1350 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1351 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1352 * found object is returned.
1449 */ 1353 */
1354object *
1450object *find_arrow(object *op, const char *type) 1355find_arrow (object *op, const char *type)
1451{ 1356{
1452 object *tmp = NULL; 1357 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1358 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1359 return splay (tmp);
1453 1360
1454 for(op=op->inv; op; op=op->below) 1361 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1362 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1363 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1364 {
1458 else if (op->type==ARROW && op->race==type) 1365 splay (tmp);
1366 return arrow;
1367 }
1368
1459 return op; 1369 return 0;
1460 return tmp;
1461} 1370}
1462 1371
1463/* 1372/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1373 * 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 1374 * 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 1375 * 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. 1376 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1377 */
1469 1378object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1379find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1380{
1472 object *tmp = NULL, *arrow, *ntmp; 1381 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1382 int attacknum, attacktype, betterby = 0, i;
1474 1383
1475 if (!type) 1384 if (!type)
1476 return NULL; 1385 return NULL;
1477 1386
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1387 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1388 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1389 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1390 {
1391 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1392 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1393 if (i > betterby)
1484 tmp = ntmp; 1394 {
1485 betterby = i; 1395 tmp = ntmp;
1486 } 1396 betterby = i;
1397 }
1398 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1399 else if (arrow->type == ARROW && arrow->race == type)
1400 {
1488 /* allways prefer assasination/slaying */ 1401 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1402 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1403 {
1491 if (arrow->attacktype & AT_DEATH) { 1404 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1405 {
1493 return arrow; 1406 *better = 100;
1494 } else { 1407 return arrow;
1495 tmp = arrow; 1408 }
1409 else
1410 {
1411 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1412 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1413 }
1498 } else { 1414 }
1415 else
1416 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1417 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1418 {
1500 attacktype = 1<<attacknum; 1419 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1420 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1421 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1422 {
1423 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1424 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1425 }
1506 } 1426 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1427 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1428 {
1429 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1430 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1431 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1432 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1433 {
1434 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1435 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1436 }
1437 }
1438 }
1515 } 1439 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1440 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1441 return find_arrow (op, type);
1520 1442
1521 *better = betterby; 1443 *better = betterby;
1522 return tmp; 1444 return tmp;
1523} 1445}
1524 1446
1525/* looks in a given direction, finds the first valid target, and calls 1447/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1448 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1449 * op = the shooter
1528 * type = bow->race 1450 * type = bow->race
1529 * dir = fire direction 1451 * dir = fire direction
1530 */ 1452 */
1531 1453object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1454pick_arrow_target (object *op, const char *type, int dir)
1533{ 1455{
1534 object *tmp = NULL; 1456 object *tmp = NULL;
1535 mapstruct *m; 1457 maptile *m;
1536 int i, mflags, found, number; 1458 int i, mflags, found, number;
1537 sint16 x, y; 1459 sint16 x, y;
1538 1460
1539 if (op->map == NULL) 1461 if (op->map == NULL)
1540 return find_arrow(op, type); 1462 return find_arrow (op, type);
1541 1463
1542 /* do a dex check */ 1464 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1465 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))) 1466 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1467 return find_arrow (op, type);
1546 1468
1547 m = op->map; 1469 m = op->map;
1548 x = op->x; 1470 x = op->x;
1549 y = op->y; 1471 y = op->y;
1550 1472
1551 /* find the first target */ 1473 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1474 for (i = 0, found = 0; i < 20; i++)
1475 {
1553 x += freearr_x[dir]; 1476 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1477 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1478 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1479 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1480 {
1557 tmp = NULL; 1481 tmp = NULL;
1558 break; 1482 break;
1483 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1484 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1485 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1486 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1487 * perhaps a bad assumption.
1562 */ 1488 */
1563 tmp = NULL; 1489 tmp = NULL;
1564 break; 1490 break;
1565 } 1491 }
1566 if (mflags & P_IS_ALIVE) { 1492 if (mflags & P_IS_ALIVE)
1493 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1494 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1495 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1496 {
1570 break; 1497 found++;
1571 } 1498 break;
1499 }
1572 if (found) 1500 if (found)
1573 break; 1501 break;
1574 } 1502 }
1575 } 1503 }
1576 if (tmp == NULL) 1504 if (tmp == NULL)
1577 return find_arrow(op, type); 1505 return find_arrow (op, type);
1578 1506
1579 if (tmp->head) 1507 if (tmp->head)
1580 tmp = tmp->head; 1508 tmp = tmp->head;
1581 1509
1582 return find_better_arrow(op, tmp, type, &i); 1510 return find_better_arrow (op, tmp, type, &i);
1583} 1511}
1584 1512
1585/* 1513/*
1586 * Creature fires a bow - op can be monster or player. Returns 1514 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1515 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1518 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1519 * 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 1520 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1521 * player fire modes.
1594 */ 1522 */
1523int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1524fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1525{
1598 object *left, *bow; 1526 object *left, *bow;
1599 tag_t left_tag, tag; 1527 int mflags;
1600 int bowspeed, mflags; 1528 maptile *m;
1601 mapstruct *m;
1602 1529
1603 if (!dir) { 1530 if (!dir)
1531 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1532 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1533 return 0;
1534 }
1535
1536 if (op->contr)
1537 bow = op->current_weapon;
1538 else
1606 } 1539 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1540 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1541 /* 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. 1542 * don't need to switch back and forth between bows and weapons.
1613 */ 1543 */
1614 if(bow->type==BOW) 1544 if (bow->type == BOW)
1615 break; 1545 break;
1616 1546
1617 if (!bow) { 1547 if (!bow)
1548 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1549 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1550 return 0;
1620 } 1551 }
1552
1553 // optimisation: move object to top so we will find it quickly again
1554 if (bow->below)
1555 {
1556 bow->remove ();
1557 op->insert (bow);
1558 }
1559
1621 } 1560 }
1561
1622 if( !bow->race || !bow->skill) { 1562 if (!bow->race || !bow->skill)
1563 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1565 return 0;
1625 } 1566 }
1626 1567
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) { 1568 if (arrow == NULL)
1569 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1570 if ((arrow = find_arrow (op, bow->race)) == NULL)
1571 {
1637 if (op->type == PLAYER) 1572 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1573 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 */ 1574 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1575 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1576 CLEAR_FLAG (op, FLAG_READY_BOW);
1577
1643 return 0; 1578 return 0;
1644 } 1579 }
1645 } 1580 }
1581
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1582 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1583 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1584 return 0;
1649 } 1585
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1586 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1587 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1589 return 0;
1653 } 1590 }
1654 1591
1655 /* this should not happen, but sometimes does */ 1592 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1593 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1594 {
1595 arrow->destroy ();
1596 return 0;
1597 }
1661 1598
1662 left = arrow; /* these are arrows left to the player */ 1599 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1600 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1601 if (!arrow)
1602 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1604 return 0;
1668 return 0;
1669 } 1605 }
1670 set_owner(arrow, op); 1606
1671 if (arrow->skill) free_string(arrow->skill); 1607 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1608 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1609 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1610
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 */ 1611 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1612 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1613 arrow->stats.grace = arrow->attacktype;
1614
1687 if (arrow->slaying != NULL) 1615 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1616 arrow->spellarg = strdup (arrow->slaying);
1689 1617
1690 /* Note that this was different for monsters - they got their level 1618#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1619 if (player *pl = op->contr)
1692 */
1693 1620 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1621 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1622
1623 /* penalize ROF for bestarrow */
1624 if (pl->bowtype == bow_bestarrow)
1625 speed *= .9f;
1626 else
1627 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1628
1629 op->speed_left += speed - op->speed;
1630 }
1631#endif
1632
1633 SET_ANIMATION (arrow, arrow->direction);
1634
1698 /* update the speed */ 1635 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1636 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]) + 1637 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1638
1704 if (arrow->speed < 1.0) 1639 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1640 arrow->speed_left = 0;
1708 1641
1642 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1643
1709 if (op->type == PLAYER) { 1644 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1645 {
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; 1646 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1647 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = op->slaying;
1651
1652 arrow->attacktype |= op->attacktype;
1653 }
1654 else
1655 {
1720 arrow->level = op->level; 1656 arrow->level = op->level;
1721 } 1657 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1658
1659 if (!arrow->slaying)
1660 arrow->slaying = bow->slaying;
1661
1723 arrow->attacktype |= bow->attacktype; 1662 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1663 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1664
1727 arrow->map = m; 1665 wc -= arrow->level;
1666 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1667
1668 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1669 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1670 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1671
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1672 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1673 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1674
1735 if (!was_destroyed(arrow, tag)) 1675 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1676 move_arrow (arrow);
1737 1677
1738 if (op->type == PLAYER) { 1678 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1679 {
1680 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1681 esrv_del_item (op->contr, left->count);
1741 else 1682 else
1742 esrv_send_item(op, left); 1683 esrv_send_item (op, left);
1743 } 1684 }
1685
1744 return 1; 1686 return 1;
1745} 1687}
1746 1688
1747/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1690 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1691 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1692 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1693 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1694 * hence the function name.
1753 */ 1695 */
1696int
1754int player_fire_bow(object *op, int dir) 1697player_fire_bow (object *op, int dir)
1755{ 1698{
1756 int ret=0, wcmod=0; 1699 int ret = 0, wcmod = 0;
1757 1700
1758 if (op->contr->bowtype == bow_bestarrow) { 1701 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1702 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1703 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); 1704 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1708 wcmod = -1;
1709
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1711 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1712 else if (op->contr->bowtype == bow_threewide)
1713 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1714 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)]); 1715 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)]); 1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1718 else if (op->contr->bowtype == bow_spreadshot)
1719 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1720 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); 1721 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); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1723 }
1776 } else { 1724 else
1725 {
1777 /* Simple case */ 1726 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1728 }
1729
1780 return ret; 1730 return ret;
1781} 1731}
1782
1783 1732
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1786 */ 1735 */
1736void
1787void fire_misc_object(object *op, int dir) 1737fire_misc_object (object *op, int dir)
1788{ 1738{
1789 object *item; 1739 object *item = op->contr->ranged_ob;
1790 1740
1791 if (!op->contr->ranges[range_misc]) { 1741 if (!item)
1742 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1744 return;
1794 } 1745 }
1795 1746
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1747 if (!item->inv)
1748 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1750 return;
1800 } 1751 }
1801 if (item->type == WAND) { 1752
1802 if(item->stats.food<=0) { 1753 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; 1754 return;
1806 } 1755
1756 if (item->type == WAND)
1757 {
1758 if (item->stats.food <= 0)
1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1763 return;
1764 }
1765 }
1807 } else if (item->type == ROD || item->type==HORN) { 1766 else if (item->type == ROD || item->type == HORN)
1767 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1768 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); 1769 {
1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1810 if (item->type== ROD) 1772 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1773 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)); 1774 else
1813 else 1775 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, 1776
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1777 return;
1817 } 1778 }
1818 } 1779 }
1819 1780
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1784 if (item->type == WAND)
1785 {
1823 if (!(--item->stats.food)) { 1786 if (!(--item->stats.food))
1824 object *tmp; 1787 {
1825 if (item->arch) { 1788 object *tmp;
1789
1790 if (item->arch)
1791 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1828 item->speed = 0; 1794 item->set_speed (0);
1829 update_ob_speed(item); 1795 }
1830 } 1796
1831 if ((tmp=is_player_inv(item))) 1797 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1799 }
1834 } 1800 }
1835 else if (item->type == ROD || item->type==HORN) { 1801 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1802 drain_rod_charge (item);
1837 }
1838 } 1803 }
1839} 1804}
1840 1805
1841/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1842 */ 1807 */
1808bool
1843void fire(object *op,int dir) { 1809fire (object *op, int dir)
1810{
1844 int spellcost=0; 1811 int spellcost = 0;
1845 1812
1846 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1814 if (action_makes_visible (op))
1815 make_visible (op);
1848 1816
1849 switch(op->contr->shoottype) { 1817 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1818
1853 case range_bow: 1819 if (pl->golem)
1854 player_fire_bow(op, dir); 1820 {
1855 return; 1821 control_golem (op->contr->golem, dir);
1856 1822 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 } 1823 }
1872 else 1824
1873 control_golem(op->contr->ranges[range_golem], dir); 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1874 return; 1828 return false;
1875 1829
1876 case range_skill: 1830 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; 1831 return false;
1884 case range_builder: 1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1841 player_fire_bow (op, dir);
1842 break;
1843
1844 case SPELL:
1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1846 break;
1847
1848 case BUILDER:
1885 apply_map_builder( op, dir ); 1849 apply_map_builder (op, dir);
1886 return; 1850 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1893 1855
1856 default:
1857 fire_misc_object (op, dir);
1858 break;
1859 }
1860
1861 return true;
1862}
1894 1863
1895/* find_key 1864/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1865 * 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 1866 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1869 * pl is the player,
1901 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
1904 */ 1873 */
1905 1874object *
1906object * find_key(object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
1907{ 1876{
1908 object *tmp,*key; 1877 object *tmp, *key;
1909 1878
1910 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1880 if (!container->inv)
1881 return 0;
1912 1882
1913 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1886 if (door->type == DOOR && tmp->type == KEY)
1887 break;
1916 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
1918 */ 1890 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1892 break;
1921 } 1893 }
1894
1922 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1896 /* 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 1897 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1898 * a key, return
1926 */ 1899 */
1927 if (!tmp) { 1900 if (!tmp)
1901 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1929 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1905 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1906 {
1907 if ((key = find_key (pl, tmp, door)))
1908 return key;
1909 }
1910 }
1911
1912 if (!tmp)
1913 return NULL;
1932 } 1914 }
1933 } 1915
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1916 /* 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 1917 * see if we actually want to use it
1938 */ 1918 */
1939 if (pl!=container) { 1919 if (pl != container)
1920 {
1940 /* Only let players use keys in containers */ 1921 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1922 if (!pl->contr)
1923 return NULL;
1942 /* cases where this fails: 1924 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1925 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1926 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1927 * If the container is not active, return now since only active
1946 * containers can be used. 1928 * containers can be used.
1947 * If we only search keyrings and the container does not have 1929 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1930 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1931 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1932 * inv must have been an container and must have been active.
1951 * 1933 *
1952 * Change the color so that the message doesn't disappear with 1934 * Change the color so that the message doesn't disappear with
1953 * all the others. 1935 * all the others.
1954 */ 1936 */
1955 if (pl->contr->usekeys == key_inventory || 1937 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1938 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1940 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1942 "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; 1943 return NULL;
1964 } 1944 }
1965 } 1945 }
1946
1966 return tmp; 1947 return tmp;
1967} 1948}
1968 1949
1969/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1952 * such that the caller should not do anything more,
1972 * 0 otherwise 1953 * 0 otherwise
1973 */ 1954 */
1955static int
1974static int player_attack_door(object *op, object *door) 1956player_attack_door (object *op, object *door)
1975{ 1957{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* 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 - 1959 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1980 */ 1961 */
1981 object *key=find_key(op, op, door); 1962 object *key = find_key (op, op, door);
1982 1963
1983 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1984 if (key) { 1965 if (key)
1966 {
1985 object *container=key->env; 1967 object *container = key->env;
1986 1968
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1969 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1970 make_visible (op);
1971
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1973 spring_trap (door->inv, op);
1974
1990 if (door->type == DOOR) { 1975 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1977 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1978 {
1995 "You open the door with the %s", query_short_name(key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1981 }
1982
1998 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1984 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2001 if (container != op) 1986 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2003 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 }
2004 } else if (door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1992 {
2005 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1995 return 1;
2008 } 1996 }
1997
2009 return 0; 1998 return 0;
2010} 1999}
2011 2000
2012/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2017 */ 2006 */
2018 2007bool
2019void move_player_attack(object *op, int dir) 2008move_player_attack (object *op, int dir)
2020{ 2009{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2010 int on_battleground;
2024 mapstruct *m;
2025 2011
2026 nx=freearr_x[dir]+op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2028 2014
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2015 on_battleground = op_on_battleground (op, 0, 0);
2030 2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2025
2031 /* If braced, or can't move to the square, and it is not out of the 2026 /* 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 2027 * 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 2028 * 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 2029 * 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 2030 * 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 2031 * 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 2032 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2033 * move_ob uses.
2039 */ 2034 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2035 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 2036
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2037 /* 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. 2038 * 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 2039 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2040 * on the space
2057 */ 2041 */
2058 while (tmp!=NULL) { 2042 object *mon;
2059 if (tmp == op) { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2044 {
2061 continue; 2045 if ((mon->flag [FLAG_ALIVE]
2046 || mon->type == LOCKED_DOOR
2047 || mon->flag [FLAG_CAN_ROLL])
2048 && mon != op)
2049 break;
2062 } 2050 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2051
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 */ 2052 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2053 return false; /* into a wall */
2074 2054
2075 if(mon->head != NULL)
2076 mon = mon->head; 2055 mon = mon->head_ ();
2077 2056
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2062 return true;
2063 }
2080 2064
2081 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2070 * and thus will not push them.
2087 */ 2071 */
2088 2072
2089 /* If the creature is a pet, push it even if the player is not 2073 /* 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 2074 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2092 */ 2076 */
2093 if ((op->type==PLAYER) 2077 if (op->type == PLAYER
2094#if COZY_SERVER 2078 && ((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)) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2080 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2082 {
2106 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2084 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2085 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2086
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op);
2093
2094 if (op->contr->tmp_invis || op->hide)
2095 make_visible (op);
2096
2097 return true;
2098 }
2099 else
2100 return false;
2101 }
2102
2114 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2106 * attack them either.
2118 */ 2107 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2110 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2115 {
2116 --op->speed_left;
2117
2118 if (!op->contr->braced)
2128 )) { 2119 {
2129 if (!op->contr->braced) { 2120 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2122 }
2132 } else { 2123 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2125
2126 if (op->contr->tmp_invis || op->hide)
2127 make_visible (op);
2128
2129 return true;
2130 }
2134 } 2131 }
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 2132 /* 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. 2133 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2134 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2138 {
2139 --op->speed_left;
2140
2142 recursive_roll(mon,dir,op); 2141 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2142 if (action_makes_visible (op))
2144 } 2143 make_visible (op);
2145 2144
2145 return true;
2146 }
2147 }
2146 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2149 * 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: 2150 * 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 2151 * 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. 2152 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2153 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2156 {
2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 {
2159 --op->contr->weapon_sp_left;
2156 2160
2157 /* If the player hasn't hit something this tick, and does 2161 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 2162
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2163 if (action_makes_visible (op))
2164 make_visible (op);
2165
2166 return true;
2167 }
2166 } 2168 }
2167 2169
2168 skill_attack(mon, op, 0, NULL, NULL); 2170 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} 2171}
2186 2172
2173bool
2187int move_player(object *op,int dir) { 2174move_player (object *op, int dir)
2175{
2188 int pick; 2176 int pick;
2189 2177
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 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; 2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9))
2183 {
2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191
2192 op->facing = dir;
2193
2194 if (op->hide)
2195 do_hidden_move (op);
2196
2197 bool retval;
2198
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on)
2202 retval = fire (op, dir);
2203 else
2204 {
2205 retval = move_player_attack (op, dir);
2206 pick = check_pick (op);
2207 }
2208
2209 /* Add special check for newcs players and fire on - this way, the
2210 * server can handle repeat firing.
2211 */
2212 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2213 op->direction = dir;
2214 else
2215 op->direction = 0;
2216
2217 /* Update how the player looks. Use the facing, so direction may
2218 * get reset to zero. This allows for full animation capabilities
2219 * for players.
2220 */
2221 animate_object (op, op->facing);
2222
2223 return retval;
2229} 2224}
2230 2225
2231/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2227 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2229 * the new speed values for commands.
2235 * 2230 *
2236 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2237 */ 2234 */
2235bool
2238int handle_newcs_player(object *op) 2236handle_newcs_player (object *op)
2239{ 2237{
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)) { 2238 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 } 2239 {
2240 if (op->speed_left > 0.f)
2241 {
2242 --op->speed_left;
2243 flee_player (op);
2264 2244
2265 /* I've been seeing crashes where the golem has been destroyed, but 2245 return true;
2266 * the player object still points to the defunct golem. The code that 2246 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2247 else
2268 * put this in a a workaround to clean up the golem pointer. 2248 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 } 2249 }
2276 2250
2277 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2253 * called, so we recheck it here.
2280 */ 2254 */
2281 HandleClient(&op->contr->socket, op->contr); 2255 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2256 return true;
2283 2257
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2258 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); 2259 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2260
2294 else return 0; 2261 return false;
2295 } 2262}
2263
2264int
2265save_life (object *op)
2266{
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2268 return 0;
2297}
2298 2269
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) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2272 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2273 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2275
2311 if (op->contr) 2276 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2278
2314 free_object(tmp); 2279 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2280 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281
2316 if(op->stats.hp<0) 2282 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2283 op->stats.hp = op->stats.maxhp;
2284
2318 if(op->stats.food<0) 2285 if (op->stats.food < 0)
2319 op->stats.food = 999; 2286 op->stats.food = 999;
2320 fix_player(op); 2287
2288 op->update_stats ();
2321 return 1; 2289 return 1;
2322 } 2290 }
2291
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2294 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2295 return 0;
2327} 2296}
2328 2297
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2298/* 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 2299 * 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 2300 * function will descend into containers. op is the object to start the search
2332 * from. 2301 * from.
2333 */ 2302 */
2303static void
2334void remove_unpaid_objects(object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2335{ 2305{
2336 object *next;
2337
2338 while (op) { 2306 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2307 {
2340 * we remove object 'op' 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2309
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2311 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2313 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 2314
2315 op->insert_at (env);
2316 }
2317 else if (op->inv)
2318 drop_unpaid_items (op->inv, env);
2319
2320 op = next;
2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2355 2330
2356/* 2331/*
2357 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2335 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2336 * but there isn't one in the server directory.
2362 */ 2337 */
2338char *
2363char *gravestone_text (object *op) 2339gravestone_text (object *op)
2364{ 2340{
2365 static char buf2[MAX_BUF]; 2341 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2342 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2343 time_t now = time (NULL);
2368 2344
2369 strcpy (buf2, " R.I.P.\n\n"); 2345 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2348 else
2373 sprintf (buf, "%s\n", op->name); 2349 sprintf (buf, "%s\n", &op->name);
2350
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2352 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2354 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2355 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2359 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2360 if (op->type == PLAYER)
2361 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2364 strcat (buf2, buf);
2386 } 2365 }
2366
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2369 strcat (buf2, buf);
2370
2390 return buf2; 2371 return buf2;
2391} 2372}
2392 2373
2393 2374void
2394
2395void do_some_living(object *op) { 2375do_some_living (object *op)
2376{
2396 int last_food=op->stats.food; 2377 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2378 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2379 int over_hp, over_sp, over_grace;
2399 int i; 2380 int i;
2400 int rate_hp = 1200; 2381 int rate_hp = 1200;
2401 int rate_sp = 2500; 2382 int rate_sp = 2500;
2402 int rate_grace = 2000; 2383 int rate_grace = 2000;
2403 const int max_hp = 1; 2384 const int max_hp = 1;
2404 const int max_sp = 1; 2385 const int max_sp = 1;
2405 const int max_grace = 1; 2386 const int max_grace = 1;
2406 2387
2407 if (op->contr->outputs_sync) { 2388 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2389 {
2409 if (op->contr->outputs[i].buf!=NULL && 2390 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2391 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2392 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly.
2394 */
2395 if (pticks & 2)
2396 op->invisible--;
2412 } 2397 }
2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2399 {
2400 if (!op->invisible--)
2401 {
2402 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404 }
2405 }
2413 2406
2414 if(op->contr->state==ST_PLAYING) { 2407 if (op->contr->ns->state == ST_PLAYING)
2415 2408 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2410 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) 2411 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2413 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2414 {
2415 gen_hp = op->stats.maxhp;
2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2417 }
2418
2419 if (op->contr->gen_sp >= 0)
2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2421 else
2422 {
2423 gen_sp = op->stats.maxsp;
2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2425 }
2426
2427 if (op->contr->gen_grace >= 0)
2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2429 else
2430 {
2431 gen_grace = op->stats.maxgrace;
2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2433 }
2434
2435 /* Regenerate Grace */
2436 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2437 if (--op->last_grace < 0)
2438 {
2439 if (op->stats.grace < op->stats.maxgrace / 2)
2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2442 if (max_grace > 1)
2443 {
2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2445 if (over_grace > 0)
2446 {
2447 op->stats.sp += over_grace
2448 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2449 op->last_grace = 0;
2450 }
2451 else
2452 {
2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2454 }
2455 }
2456 else
2457 {
2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2459 }
2460 /* wearing stuff doesn't detract from grace generation. */
2461 }
2462
2463 if (op->stats.food > 0)
2464 {
2465 /* Regenerate Spell Points */
2466 if (!op->contr->golem && --op->last_sp < 0)
2467 {
2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2469
2470 if (op->stats.sp < op->stats.maxsp)
2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2477 op->stats.food--;
2478
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501
2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Hit Points */
2512 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.hp < op->stats.maxhp)
2515 {
2516 op->stats.hp++;
2517
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2534 if (over_hp > 0)
2535 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0;
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2542 else
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if (--op->last_eat < 0)
2549 {
2550 int bonus = max (0, op->contr->digestion),
2551 penalty = max (0, -op->contr->digestion);
2552
2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2554
2534 /* dms do not consume food */ 2555 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2557 op->stats.food--;
2537 } 2558 }
2538 2559
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2560 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2561 {
2562 object *tmp, *flesh = 0;
2541 2563
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2565 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2567 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2571 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2573 break;
2549 } 2574 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2575 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2576 flesh = tmp;
2552 } /* end of for loop */ 2577 } /* End if paid for object */
2578 } /* end of for loop */
2579
2553 /* If player is still starving, it means they don't have any food, so 2580 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2581 * eat flesh instead.
2555 */ 2582 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2586 manual_apply (op, flesh, 0);
2559 } 2587 }
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 2588 }
2589
2590 if (op->stats.food < 0)
2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2595
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op);
2598 }
2599}
2570 2600
2571/* If the player should die (lack of hp, food, etc), we call this. 2601/* 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 2602 * 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 2603 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2604 * file.
2575 */ 2605 */
2606void
2576void kill_player(object *op) 2607kill_player (object *op)
2577{ 2608{
2609 int x, y;
2578 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2611 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; 2612 int will_kill_again;
2587 archetype *at; 2613 archetype *at;
2588 object *tmp; 2614 object *tmp;
2589 2615
2590 if(save_life(op)) 2616 if (save_life (op))
2591 return; 2617 return;
2592 2618
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2619 /* 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. 2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2622 */
2598 if (op_on_battleground(op, &x, &y)) { 2623 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2624 {
2600 "You have been defeated in combat!"); 2625 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, 2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2627
2603
2604 /* restore player */ 2628 /* restore player */
2605 at = find_archetype("poisoning"); 2629 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2631 {
2608 remove_ob(tmp); 2632 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2634 }
2612 2635
2613 at = find_archetype("confusion"); 2636 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2637 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2638 {
2616 remove_ob(tmp); 2639 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2641 }
2620 2642
2621 cure_disease(op,0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2645 if (op->stats.food <= 0)
2624 2646 op->stats.food = 999;
2647
2625 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2650 {
2651 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format (
2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2656 );
2657 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics";
2659 tmp->insert_at (op, tmp);
2628 { 2660 }
2629 sprintf(buf,"%s's finger",op->name); 2661
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*/ 2662 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2664 op->contr->braced = 0;
2645 return; 2665 return;
2646 } 2666 }
2647 2667
2648 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2649 2669
2650 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2651 2671
2652 if(op->stats.food<0) { 2672 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"); 2673 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 2674
2675 op->contr->play_sound (sound_find ("player_dies"));
2676
2673 /* save the map location for corpse, gravestone*/ 2677 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2678 x = op->x;
2679 y = op->y;
2680 map = op->map;
2675 2681
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2682 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2683 * 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. 2684 * See the config.h file for a little more in depth detail about this.
2681 */ 2685 */
2682 2686
2683 /* Basically two ways to go - remove a stat permanently, or just 2687 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2688 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2689 * of death.
2686 */ 2690 */
2687#ifndef COZY_SERVER 2691#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2692 if (settings.balanced_stat_loss)
2693 {
2689 /* If stat loss is permanent, lose one stat only. */ 2694 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2695 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2696 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2697 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2698 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2699 little bit harder. */
2695 /* GD */ 2700 /* GD */
2696 if (settings.stat_loss_on_death) 2701 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2702 num_stats_lose = 1;
2698 else 2703 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2704 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2705 }
2706 else
2701 num_stats_lose = 1; 2707 num_stats_lose = 1;
2702 } 2708
2703 lost_a_stat = 0; 2709 lost_a_stat = 0;
2704 2710
2705 for (z=0; z<num_stats_lose; z++) { 2711 for (z = 0; z < num_stats_lose; z++)
2712 {
2706 i = RANDOM() % NUM_STATS; 2713 i = RANDOM () % NUM_STATS;
2707 2714
2708 if (settings.stat_loss_on_death) { 2715 if (settings.stat_loss_on_death)
2716 {
2709 /* Pick a random stat and take a point off it. Tell the player 2717 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2718 * what he lost.
2711 */ 2719 */
2712 change_attr_value(&(op->stats), i,-1); 2720 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2721 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2722 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2723 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2724 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2725 lost_a_stat = 1;
2718 } else { 2726 }
2727 else
2728 {
2719 /* deplete a stat */ 2729 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2730 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2731 object *dep;
2732
2733 dep = present_arch_in_ob (deparch, op);
2734 if (!dep)
2722 2735 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2736 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2737 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 2738 }
2756 if (lose_this_stat) { 2739 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss)
2741 {
2742 /* GD */
2743 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2744 this_stat = get_attr_value (&(dep->stats), i);
2745 if (this_stat < 0)
2746 {
2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2748 int keep_chance = this_stat * this_stat;
2749
2750 /* Yes, I am paranoid. Sue me. */
2751 if (keep_chance < 1)
2752 keep_chance = 1;
2753
2754 /* There is a maximum depletion total per level. */
2755 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2756 {
2757 lose_this_stat = 0;
2758 /* Take loss chance vs keep chance to see if we
2759 retain the stat. */
2760 }
2761 else
2762 {
2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2764 lose_this_stat = 0;
2765 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2766 this_stat, keep_chance, loss_chance,
2767 lose_this_stat?"LOSE":"KEEP"); */
2768 }
2769 }
2770 }
2771
2772 if (lose_this_stat)
2773 {
2774 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2775 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2776 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2777 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2778 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2779 * difference.
2763 */ 2780 */
2764 if (this_stat>=-50) { 2781 if (this_stat >= -50)
2782 {
2765 change_attr_value(&(dep->stats), i, -1); 2783 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2784 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2786 op->update_stats ();
2769 lost_a_stat = 1; 2787 lost_a_stat = 1;
2770 } 2788 }
2771 } 2789 }
2790 }
2772 } 2791 }
2773 }
2774 /* If no stat lost, tell the player. */ 2792 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2793 if (!lost_a_stat)
2776 { 2794 {
2777 /* determine_god() seems to not work sometimes... why is this? 2795 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2796 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2797 const char *god = determine_god (op);
2798
2780 if (god && (strcmp(god, "none"))) 2799 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2800 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" 2801 else
2783 " you.", god); 2802 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 } 2803 }
2804#else
2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2806#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 2807
2792 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2809 * exp loss on the stone.
2794 */ 2810 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2812 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2813 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2814 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2815 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2816 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" 2817 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; 2818 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2820
2809 /**************************************/ 2821 /**************************************/
2810 /* */ 2822 /* */
2811 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
2814 /* */ 2826 /* */
2815 /**************************************/ 2827 /**************************************/
2816 2828
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2829 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2830 /* restore player */
2819 at = find_archetype("poisoning"); 2831 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2833
2821 if (tmp) { 2834 if (tmp)
2822 remove_ob(tmp); 2835 {
2823 free_object(tmp); 2836 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2838 }
2826 2839
2827 at = find_archetype("confusion"); 2840 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2841 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2842 if (tmp)
2830 remove_ob(tmp); 2843 {
2831 free_object(tmp); 2844 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2846 }
2847
2834 cure_disease(op,0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2835 2849
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2851 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2852 if (op->stats.food < 100)
2853 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2857
2843 /* 2858 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2859 * 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 2860 * and put them back in the map.
2846 * in the map. 2861 */
2847 */ 2862 op->drop_unpaid_items ();
2848 2863
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 /****************************************/ 2864 /****************************************/
2858 /* */ 2865 /* */
2859 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
2861 /* */ 2868 /* */
2862 /****************************************/ 2869 /****************************************/
2863 2870
2864 enter_player_savebed(op); 2871 enter_player_savebed (op);
2865 2872
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2873 op->contr->braced = 0;
2870 save_player(op,1);
2871 2874
2872 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2878 * on the space that might harm the player.
2876 */ 2879 */
2877 will_kill_again=0; 2880 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
2881 } 2884
2882 if (will_kill_again) { 2885 if (will_kill_again)
2886 {
2883 object *force; 2887 object *force;
2884 int at; 2888 int at;
2885 2889
2886 force=get_archetype(FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2892 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2893 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2895 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2897 force->resist[at] = 100;
2894 } 2898
2895 insert_ob_in_ob(force, op); 2899 insert_ob_in_ob (force, op);
2896 fix_player(op); 2900 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2901
2902 }
2903
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2904 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} 2905}
2972 2906
2973 2907void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2908loot_object (object *op)
2909{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2910 object *tmp, *tmp2, *next;
2976 2911
2977 if (op->container) { /* close open sack first */ 2912 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2913
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2914 for (tmp = op->inv; tmp; tmp = next)
2915 {
2982 next=tmp->below; 2916 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2917
2984 remove_ob(tmp); 2918 if (tmp->invisible)
2919 continue;
2920
2921 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2923
2987 loot_object(tmp); 2924 if (tmp->type == CONTAINER)
2988 } 2925 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2926
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2928 {
2991 if(tmp->nrof>1) { 2929 if (tmp->nrof > 1)
2930 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2931 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2932 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2933 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 }
2935 else
2936 tmp->destroy ();
2937 }
2995 } else 2938 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2939 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2940 }
3000} 2941}
3001 2942
3002/* 2943/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2944 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2945 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2946 * was changed.
3006 */ 2947 */
3007 2948void
3008void fix_weight(void) { 2949fix_weight (void)
3009 player *pl; 2950{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2951 for_all_players (pl)
2952 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2953 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2954
3012 if(old == sum) 2955 if (old == sum)
3013 continue; 2956 continue;
3014 fix_player(pl->ob); 2957 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2958 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 2959 }
3018} 2960}
3019 2961
2962void
3020void fix_luck(void) { 2963fix_luck (void)
3021 player *pl; 2964{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2965 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2966 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2967 pl->ob->change_luck (0);
3025} 2968}
3026
3027 2969
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2970/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2971 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2972 * just treat this as any other spell casting object.
3031 */ 2973 */
3032
3033void 2974void
3034cast_dust (object * op, object * throw_ob, int dir) 2975cast_dust (object *op, object *throw_ob, int dir)
3035{ 2976{
3036 object *skop, *spob; 2977 object *skop, *spob;
3037 2978
3038 skop = find_skill_by_name (op, throw_ob->skill); 2979 skop = find_skill_by_name (op, throw_ob->skill);
3039 2980
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2981 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2982 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2983 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2984 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2985 return;
3046 } 2986 }
3047 2987
3048 spob = throw_ob->inv; 2988 spob = throw_ob->inv;
3049 2989
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2990 // 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 2991 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2992 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2993 if (!spob)
3054 { 2994 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2995 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; 2996 return;
3058 } 2997 }
3059 2998
3060 if (op->type == PLAYER) 2999 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3000 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3001
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3002 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3003
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3004 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3005}
3069 3006
3007void
3070void make_visible (object *op) { 3008make_visible (object *op)
3009{
3071 op->hide = 0; 3010 op->hide = 0;
3072 op->invisible = 0; 3011 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 3012
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) 3013 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3014 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3015 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3016 op->contr->invis_race = 0;
3017 }
3018
3019 update_object (op, UP_OBJ_CHANGE);
3020}
3021
3022int
3023is_true_undead (object *op)
3024{
3025 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3026 return 1;
3027
3089 return 0; 3028 return 0;
3090} 3029}
3091 3030
3092/* look at the surrounding terrain to determine 3031/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3032 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3033 * indicate greater hideability.
3095 */ 3034 */
3096 3035int
3097int hideability(object *ob) { 3036hideability (object *ob)
3037{
3098 int i,level=0, mflag; 3038 int i, level = 0, mflag;
3099 sint16 x,y; 3039 sint16 x, y;
3100 3040
3101 if(!ob||!ob->map) return 0; 3041 if (!ob || !ob->map)
3042 return 0;
3102 3043
3103 /* so, on normal lighted maps, its hard to hide */ 3044 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3045 level = ob->map->darkness - 2;
3105 3046
3106 /* this also picks up whether the object is glowing. 3047 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3048 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3049 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3050 if (has_carried_lights (ob))
3051 level = -(10 + (2 * ob->map->darkness));
3110 3052
3111 /* scan through all nearby squares for terrain to hide in */ 3053 /* 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]) { 3054 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3055 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3056 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3057 if (mflag & P_OUT_OF_MAP)
3058 {
3059 continue;
3060 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3061 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3062 level += 2;
3117 else /* open terrain! */ 3063 else /* open terrain! */
3118 level -= 1; 3064 level -= 1;
3119 } 3065 }
3120 3066
3121#if 0 3067#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3068 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3069#endif
3124 return level; 3070 return level;
3125} 3071}
3126 3072
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3073/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3074 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3075 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3076 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3077 */
3132 3078void
3133void do_hidden_move (object *op) { 3079do_hidden_move (object *op)
3080{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3082 object *skop;
3136 3083
3137 if(!op || !op->map) return; 3084 if (!op || !op->map)
3085 return;
3138 3086
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3087 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3088
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3089 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3090 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3091 if (!skop || num >= skop->level)
3092 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3093 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3094 make_visible (op);
3146 return; 3095 return;
3147 } else num += 20;
3148 } 3096 }
3097 else
3098 num += 20;
3099
3149 num += op->map->difficulty; 3100 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3101 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3102 num -= hide;
3103
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3104 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3105 {
3153 make_visible(op); 3106 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3107 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3108 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3109 }
3157 else if (op->type == PLAYER && skop) { 3110 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3111 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3112}
3161 3113
3162/* determine if who is standing near a hostile creature. */ 3114/* determine if who is standing near a hostile creature. */
3163 3115
3116int
3164int stand_near_hostile( object *who ) { 3117stand_near_hostile (object *who)
3118{
3165 object *tmp=NULL; 3119 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3120 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3121 maptile *m;
3168 sint16 x,y; 3122 sint16 x, y;
3169 3123
3170 if(!who) return 0; 3124 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; 3125 return 0;
3126
3127 if (who->type == PLAYER)
3128 player = 1;
3129
3130 else
3131 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3132
3133 /* search adjacent squares */
3134 for (i = 1; i < 9; i++)
3135 {
3136 x = who->x + freearr_x[i];
3137 y = who->y + freearr_y[i];
3138 m = who->map;
3139 mflags = get_map_flags (m, &m, x, y, &x, &y);
3140 /* space must be blocked if there is a monster. If not
3141 * blocked, don't need to check this space.
3142 */
3143 if (mflags & P_OUT_OF_MAP)
3144 continue;
3145 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3146 continue;
3147
3148 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3149 {
3150 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3151 return 1;
3152 else if (tmp->type == PLAYER)
3153 {
3154 /*don't let a hidden DM prevent you from hiding */
3155 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3156 return 1;
3157 }
3158 }
3159 }
3160 return 0;
3200} 3161}
3201 3162
3202/* check the player los field for viewability of the 3163/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3164 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3165 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3166 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3167 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3168 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3169 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3170 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3171 * 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. 3172 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3173 * -b.t.
3213 * This function is now map tiling safe. 3174 * This function is now map tiling safe.
3214 */ 3175 */
3215 3176int
3216int player_can_view (object *pl,object *op) { 3177player_can_view (object *pl, object *op)
3178{
3217 rv_vector rv; 3179 rv_vector rv;
3218 int dx,dy; 3180 int dx, dy;
3219 3181
3220 if(pl->type!=PLAYER) { 3182 if (pl->type != PLAYER)
3183 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3184 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; 3185 return -1;
3247 op = op->more;
3248 } 3186 }
3187
3188 if (!pl || !op)
3249 return 0; 3189 return 0;
3190
3191 op = op->head_ ();
3192
3193 get_rangevector (pl, op, &rv, 0x1);
3194
3195 /* starting with the 'head' part, lets loop
3196 * through the object and find if it has any
3197 * part that is in the los array but isn't on
3198 * a blocked los square.
3199 * we use the archetype to figure out offsets.
3200 */
3201 while (op)
3202 {
3203 dx = rv.distance_x + op->arch->x;
3204 dy = rv.distance_y + op->arch->y;
3205
3206 /* only the viewable area the player sees is updated by LOS
3207 * code, so we need to restrict ourselves to that range of values
3208 * for any meaningful values.
3209 */
3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3213 return 1;
3214
3215 op = op->more;
3216 }
3217
3218 return 0;
3250} 3219}
3251 3220
3252/* routine for both players and monsters. We call this when 3221/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3222 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3223 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3224 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3225 * return 0.
3257 */ 3226 */
3227int
3258int action_makes_visible (object *op) { 3228action_makes_visible (object *op)
3259 3229{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3231 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3233 return 0;
3263 3234
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3235 if (op->contr && op->contr->tmp_invis == 0)
3236 return 0;
3265 3237
3266 /* If monsters, they should become visible */ 3238 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3239 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3240 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3242 return 1;
3270 } 3243 }
3271 } 3244 }
3245
3272 return 0; 3246 return 0;
3273} 3247}
3274 3248
3275/* op_on_battleground - checks if the given object op (usually 3249/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3250 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3251 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3252 * -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 3253 * 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 3254 * 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 3255 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3256 */
3257int
3283int op_on_battleground (object *op, int *x, int *y) { 3258op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3259{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3260 /* 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), 3261 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3262 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3263 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3264 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3265 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3266 for (object *tmp = op->below; tmp; tmp = tmp->below)
3267 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3269 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3271 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3272 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp))
3274 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3275 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3276 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3277 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3279 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3281 {
3282 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284
3285 return 1;
3286 }
3287 }
3288 }
3289
3290 if (x && y)
3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292
3305 return 1; 3293 return 1;
3306 } 3294 }
3307 } 3295 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3296 }
3313 } 3297
3314 }
3315 /* If we got here, did not find a battleground */ 3298 /* If we got here, did not find a battleground */
3316 return 0; 3299 return 0;
3317} 3300}
3318 3301
3319/* 3302/*
3323 * attributes: 3306 * attributes:
3324 * object *who the dragon player 3307 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3308 * int atnr the attack-number of the ability focus
3326 * int level ability level 3309 * int level ability level
3327 */ 3310 */
3311void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3312dragon_ability_gain (object *who, int atnr, int level)
3313{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3314 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3315 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3316 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3317 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3318 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3319 int i = 0, j = 0;
3335 3320
3336 /* get the appropriate treasurelist */ 3321 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3322 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3323 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3324 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3325 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3326 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3327 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3328 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3329 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3330
3346 if (trlist == NULL || who->type != PLAYER) 3331 if (trlist == NULL || who->type != PLAYER)
3347 return; 3332 return;
3348 3333
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3334 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3335
3351 3336 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3337 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3338 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3339 return;
3355 } 3340 }
3356 3341
3357 /* everything seems okay - now bring on the gift: */ 3342 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3343 item = tr->item;
3359 3344
3360 if (item->type == SPELL) { 3345 if (item->type == SPELL)
3346 {
3361 if (check_spell_known (who, item->name)) 3347 if (check_spell_known (who, item->name))
3362 return; 3348 return;
3363 3349
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3350 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); 3351 do_learn_spell (who, item, 0);
3366 return; 3352 return;
3367 } 3353 }
3368 3354
3369 /* grant direct spell */ 3355 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3356 if (item->type == SPELLBOOK)
3357 {
3371 if (!item->inv) { 3358 if (!item->inv)
3359 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3360 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3361 return;
3375 } 3362 }
3376 if (check_spell_known (who, item->inv->name)) 3363 if (check_spell_known (who, item->inv->name))
3377 return; 3364 return;
3378 if (item->invisible) { 3365 if (item->invisible)
3366 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3367 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); 3368 do_learn_spell (who, item->inv, 0);
3381 return; 3369 return;
3382 } 3370 }
3383 } 3371 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3372 else if (item->type == SKILL_TOOL && item->invisible)
3373 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3374 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3375 {
3386 3376
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3377 /* 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 3378 * 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, 3379 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3380 * but not all of them, he gets nothing.
3391 */ 3381 */
3392 if (!(skop->attacktype & item->attacktype)) { 3382 if (!(skop->attacktype & item->attacktype))
3383 {
3393 /* Give new attacktype */ 3384 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3385 skop->attacktype |= item->attacktype;
3395 3386
3396 /* always add physical if there's none */ 3387 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3388 skop->attacktype |= AT_PHYSICAL;
3398 3389
3399 if (item->msg != NULL) 3390 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3391 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3392
3402 /* Give player new face */ 3393 /* Give player new face */
3403 if (item->animation_id) { 3394 if (item->animation_id)
3395 {
3404 who->face = skop->face; 3396 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3397 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3398 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3399 who->last_anim = 0;
3408 who->state = 0; 3400 who->state = 0;
3409 animate_object(who, who->direction); 3401 animate_object (who, who->direction);
3410 } 3402 }
3403 }
3404 }
3411 } 3405 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3406 else if (item->type == FORCE)
3407 {
3415 /* forces in the treasurelist can alter the player's stats */ 3408 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3409 object *skin;
3410
3417 /* first get the dragon skin force */ 3411 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3412 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3413 ;
3420 if (skin == NULL) return; 3414
3421 3415 if (!skin)
3416 return;
3417
3422 /* adding new spellpath attunements */ 3418 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3419 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3420 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3422
3426 /* print message */ 3423 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3424 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3425 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3426 {
3430 if (j) 3427 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3428 {
3432 else 3429 if (j)
3433 j = 1; 3430 strcat (buf, " and ");
3431 else
3432 j = 1;
3434 strcat(buf, spellpathnames[i]); 3433 strcat (buf, spellpathnames[i]);
3435 } 3434 }
3436 } 3435 }
3437 strcat(buf,"."); 3436 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3438 }
3440 3439
3441 /* evtl. adding flags: */ 3440 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3441 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3442 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3443 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3444 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3445 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3446 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3447
3449 /* print message if there is one */ 3448 /* print message if there is one */
3450 if (item->msg != NULL) 3449 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3451 }
3452 else
3452 } 3453 {
3453 else {
3454 /* generate misc. treasure */ 3454 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3455 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3456 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); 3457 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3459 esrv_send_item (who, tmp);
3460 } 3460 }
3461} 3461}
3462 3462
3463/** 3463/**
3464 * Unready an object for a player. This function does nothing if the object was 3464 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3465 * not readied.
3466 */ 3466 */
3467void
3467void player_unready_range_ob(player *pl, object *ob) { 3468player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3469{
3470 if (pl->ob->current_weapon == ob)
3471 pl->ob->current_weapon = 0;
3469 3472
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3473 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3474 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3475
3473 if (pl->shoottype == i) { 3476 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3477 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3478}
3479
3480sint8
3481player::visibility_at (maptile *map, int x, int y) const
3482{
3483 if (!ns)
3484 return 0;
3485
3486 int dx, dy;
3487 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3488 return 0;
3489
3490 x += dx - ns->current_x + ns->mapx / 2;
3491 y += dy - ns->current_y + ns->mapy / 2;
3492
3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3494 return 0;
3495
3496 return 100 - blocked_los [x][y];
3497}
3498
3499void
3500player::infobox (const char *title, const char *msg, int color)
3501{
3502 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503}
3504
3505void
3506player::statusmsg (const char *msg, int color)
3507{
3508 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509}
3510
3511void
3512player::failmsg (const char *msg, int color)
3513{
3514 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color);
3516}
3517

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