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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 1.196 by root, Mon May 5 15:54:39 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 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->update_weight ();
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);
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 // archetypes could have been reloaded
349 for (;;) { 410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 411
351 at=first_archetype; 412 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 413 return at;
356 if (at == start) { 414
357 LOG (llevError, "No Player archetypes\n"); 415 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 416
359 } 417 for (;;)
360 } 418 {
361} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
362 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
363 428
429object *
364object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
365 object *op = NULL; 432 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 433 objectlink *ol;
368 unsigned lastdist; 434 unsigned lastdist;
369 rv_vector rv; 435 rv_vector rv;
370 436
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 440 continue;
398 441
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) { 442 if (lastdist > rv.distance)
408 op=pl->ob; 443 {
444 op = ol->ob;
409 lastdist=rv.distance; 445 lastdist = rv.distance;
446 }
410 } 447 }
411 } 448
412 } 449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
413#if 0 457#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 459#endif
416 return op; 460 return op;
417} 461}
418 462
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 463/* 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 464 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 481 * is probably not a good thing.
438 */ 482 */
439#define MAX_SPACES 50 483#define MAX_SPACES 50
440
441 484
442/* 485/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * 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. 501 * 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, 502 * 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 503 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 504 * is blocking itself.
462 */ 505 */
506int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
464 rv_vector rv; 509 rv_vector rv;
465 sint16 x,y; 510 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
468 513
469 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
470 515
471 if (rv.distance<mindiff) return 0; 516 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; 517 return 0;
724}
725 518
726void confirm_password(object *op) { 519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 525
728 op->contr->write_buf[0]='\0'; 526 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 527 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 528 return 0;
731}
732 529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640}
641
642void
643give_initial_items (object *pl, treasurelist *items)
644{
645 if (pl->randomitems)
646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647
648 for (object *next, *op = pl->inv; op; op = next)
649 {
650 next = op->below;
651
652 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way
654 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656 SET_FLAG (op, FLAG_APPLIED);
657
658 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions
660 */
661 if (pl->type == PLAYER)
662 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703
704 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be
706 * merged properly.
707 */
708 if (need_identify (op))
709 {
710 SET_FLAG (op, FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */
729
730 /* Need to set up the skill pointers */
731 link_player_skills (pl);
732}
733
734void
733void get_party_password(object *op, partylist *party) { 735get_party_password (object *op, partylist *party)
736{
734 if (party == NULL) { 737 if (party == NULL)
738 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 740 return;
737 } 741 }
742
738 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 747}
743
744 748
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int
746int roll_stat(void) { 751roll_stat (void)
752{
747 int a[4],i,j,k; 753 int a[4], i, j, k;
748 754
749 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
751 757
752 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 759 if (a[i] < k)
754 k=a[i],j=i; 760 k = a[i], j = i;
755 761
756 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 763 if (i != j)
758 k+=a[i]; 764 k += a[i];
759 } 765
760 return k; 766 return k;
761} 767}
762 768
763void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
764 int sum=0; 776 int sum = 0;
765 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
767 779
768 do { 780 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 781 break;
770 op->stats.Dex=roll_stat(); 782 }
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);
780 783
781 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 785 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;
789 786
790 /* a quick and dirty bubblesort? */ 787 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]; 788 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];
809 789
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; 790 stats.exp = 0;
821 op->stats.ac=0; 791 stats.ac = 0;
822 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
823 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
826 802
827 fix_player(op); 803 contr->orig_stats = stats;
804 }
805}
806
807void
808object::swap_stats (int a, int b)
809{
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
828 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
831 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
832} 835}
833 836
834void Roll_Again(object *op) 837static void
838start_info (object *op)
835{ 839{
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]; 840 char buf[MAX_BUF];
844 841
845 if ( op->contr->Swap_First == -1 ) { 842 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); 843 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} 844}
953 845
954/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
958 * not the class. 850 * not the class.
959 */ 851 */
960 852void
961int key_change_class(object *op, char key) 853player::chargen_race_done ()
962{ 854{
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 */ 855 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
977 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
979 864
980 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
981 866
982 if (op->msg) { 867 if (ob->msg)
983 free_string(op->msg); 868 ob->msg = 0;
984 op->msg=NULL;
985 }
986 869
987 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
988 * to save here. 871 * 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 */ 872 */
1029 873 {
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]; 874 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); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 876 make_path_to_file (buf);
1101 next = mp->next; 877 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 878
1103 delete_map(mp); 879 start_info (ob);
1104 } 880 CLEAR_FLAG (ob, FLAG_WIZ);
1105 881 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob);
884 ob->update_stats ();
885
886 /* This moves the player to a different start map, if there
887 * is one for this race
888 */
889 if (*first_map_ext_path)
1107 } 890 {
1108 play_again(op); 891 object *tmp;
1109 return 1; 892 char mapname[MAX_BUF];
1110}
1111 893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else
905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
907
908void
909player::chargen_race_next ()
910{
911 /* Following actually changes the race - this is the default command
912 * if we don't match with one of the options above.
913 */
914
915 do
916 {
917 shstr name = ob->name;
918 int x = ob->x, y = ob->y;
919
920 ob->remove_statbonus ();
921 ob->remove ();
922 ob->arch = get_player_archetype (ob->arch);
923 ob->arch->copy_to (ob);
924 ob->instantiate ();
925 ob->stats = ob->contr->orig_stats;
926 ob->name = ob->name_pl = name;
927 ob->x = x;
928 ob->y = y;
929 SET_ANIMATION (ob, 2); /* So player faces south */
930 insert_ob_in_map (ob, ob->map, ob, 0);
931 assign (ob->contr->title, ob->arch->object::name);
932 ob->add_statbonus ();
933 }
934 while (!allowed_class (ob));
935
936 update_object (ob, UP_OBJ_FACE);
937 esrv_update_item (UPD_FACE, ob, ob);
938 ob->update_stats ();
939 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0;
942}
943
944void
1112void flee_player(object *op) { 945flee_player (object *op)
946{
1113 int dir,diff; 947 int dir, diff;
1114 rv_vector rv; 948 rv_vector rv;
1115 949
1116 if(op->stats.hp < 0) { 950 if (op->stats.hp < 0)
951 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 952 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 953 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 954 return;
1120 } 955 }
1121 956
1122 if(op->enemy==NULL) { 957 if (op->enemy == NULL)
958 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 959 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 960 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 961 return;
1126 } 962 }
1127 963
1128 /* Seen some crashes here. Since we don't store an 964 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 965 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 966 * actual enemy, and the object is recycled.
1131 */ 967 */
1132 if (op->enemy->map == NULL) { 968 if (op->enemy->map == NULL)
969 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 970 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 971 op->enemy = NULL;
1135 return; 972 return;
1136 } 973 }
1137 974
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
1139 op->enemy=NULL; 977 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 979 return;
1142 } 980 }
981
1143 get_rangevector(op, op->enemy, &rv, 0); 982 get_rangevector (op, op->enemy, &rv, 0);
1144 983
1145 dir=absdir(4+rv.direction); 984 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 985 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 } 986 {
987 int m = 1 - (RANDOM () & 2);
988
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 return;
991 }
992
1153 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 995 op->enemy = NULL;
1156} 996}
1157
1158 997
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* 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 999 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1000 * stop.
1162 */ 1001 */
1002int
1163int check_pick(object *op) { 1003check_pick (object *op)
1004{
1164 object *tmp, *next; 1005 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1006 int stop = 0;
1167 int j, k, wvratio; 1007 int wvratio;
1168 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1169
1170 1009
1171 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1173 return 1; 1012 return 1;
1174 1013
1175 op_tag = op->count;
1176
1177 next = op->below; 1014 next = op->below;
1178 if (next) 1015
1179 next_tag = next->count; 1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 1018
1181 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1020 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1021 while (next && !next->destroyed ())
1184 { 1022 {
1185 tmp = next; 1023 tmp = next;
1186 next = tmp->below; 1024 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1025
1190 if (was_destroyed (op, op_tag)) 1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1032 if (op->destroyed ())
1191 return 0; 1033 return 0;
1192 1034
1193 if ( ! can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1194 continue; 1036 continue;
1195 1037
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1039 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1200 continue; 1042 continue;
1201 } 1043 }
1202 1044
1203 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1046 if (!(op->contr->mode & PU_NEWMODE))
1047 {
1205 switch (op->contr->mode) { 1048 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1049 {
1207 case 1: pick_up (op, tmp); 1050 case 0:
1208 return 1; 1051 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1052 case 1:
1210 return 0; 1053 CHK_PICK_PICKUP;
1211 case 3: return 0; /* stop before pickup */ 1054 return 1;
1212 case 4: pick_up (op, tmp); 1055 case 2:
1213 break; 1056 CHK_PICK_PICKUP;
1214 case 5: pick_up (op, tmp); 1057 return 0;
1215 stop = 1; 1058 case 3:
1216 break; 1059 return 0; /* stop before pickup */
1217 case 6: 1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1070 CHK_PICK_PICKUP;
1221 break; 1071 break;
1222 1072
1223 case 7: 1073 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1075 CHK_PICK_PICKUP;
1226 break; 1076 break;
1227 1077
1228 default: 1078 default:
1229 /* use value density */ 1079 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1082 CHK_PICK_PICKUP;
1233 >= op->contr->mode) 1083 }
1234 pick_up(op,tmp); 1084 }
1235 } 1085 else
1236 } 1086 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1088 if (op->contr->mode & PU_DEBUG)
1240 { 1089 {
1241 /* some debugging code to figure out item information */ 1090 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1091 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1093 &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)))); 1094 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1096 &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)))); 1097
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1251 1100
1252 sprintf(putstring,"...flags: "); 1101 /* philosophy:
1253 for(k=0;k<4;k++) 1102 * It's easy to grab an item type from a pile, as long as it's
1254 { 1103 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1104 * and selections, select-items should be used. This is a
1256 { 1105 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1106 * example.
1258 { 1107 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1108 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1109 * convert to decimal and then 'pickup <#>
1261 } 1110 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue;
1137
1138 /* ignore known cursed objects */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1140 continue;
1141
1142 /* all food and drink if desired */
1143 /* question: don't pick up known-poisonous stuff? */
1144 if (op->contr->mode & PU_FOOD)
1145 if (tmp->type == FOOD)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_DRINK)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_POTION)
1159 if (tmp->type == POTION)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL)
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 {
1205 if (tmp->type == MONEY || tmp->type == GEM)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1266#if 0 1337#if 0
1267 /* print the flags too */ 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1339 if (tmp->name != NULL)
1269 { 1340 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1341 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1342 }
1272 { 1343 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1346 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 1347#endif
1348 continue;
1349 }
1350 }
1351 } /* the new pickup model */
1279 } 1352 }
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 1353
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; 1354 return !stop;
1443} 1355}
1444 1356
1445/* 1357/*
1446 * Find an arrow in the inventory and after that 1358 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1359 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1360 * found object is returned.
1449 */ 1361 */
1362object *
1450object *find_arrow(object *op, const char *type) 1363find_arrow (object *op, const char *type)
1451{ 1364{
1452 object *tmp = NULL; 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1453 1368
1454 for(op=op->inv; op; op=op->below) 1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1371 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1372 {
1458 else if (op->type==ARROW && op->race==type) 1373 splay (tmp);
1374 return arrow;
1375 }
1376
1459 return op; 1377 return 0;
1460 return tmp;
1461} 1378}
1462 1379
1463/* 1380/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * 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 1382 * 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 1383 * 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. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1385 */
1469 1386object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1388{
1472 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1474 1391
1475 if (!type) 1392 if (!type)
1476 return NULL; 1393 return NULL;
1477 1394
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1395 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1396 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1398 {
1399 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1400 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1401 if (i > betterby)
1484 tmp = ntmp; 1402 {
1485 betterby = i; 1403 tmp = ntmp;
1486 } 1404 betterby = i;
1405 }
1406 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1407 else if (arrow->type == ARROW && arrow->race == type)
1408 {
1488 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1411 {
1491 if (arrow->attacktype & AT_DEATH) { 1412 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1413 {
1493 return arrow; 1414 *better = 100;
1494 } else { 1415 return arrow;
1495 tmp = arrow; 1416 }
1417 else
1418 {
1419 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1420 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1421 }
1498 } else { 1422 }
1423 else
1424 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1426 {
1500 attacktype = 1<<attacknum; 1427 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1430 {
1431 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1433 }
1506 } 1434 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1436 {
1437 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1438 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1439 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1441 {
1442 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1444 }
1445 }
1446 }
1515 } 1447 }
1516 } 1448
1517 }
1518 if (tmp == NULL && arrow == NULL) 1449 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1450 return find_arrow (op, type);
1520 1451
1521 *better = betterby; 1452 *better = betterby;
1522 return tmp; 1453 return tmp;
1523} 1454}
1524 1455
1525/* looks in a given direction, finds the first valid target, and calls 1456/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1457 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1458 * op = the shooter
1528 * type = bow->race 1459 * type = bow->race
1529 * dir = fire direction 1460 * dir = fire direction
1530 */ 1461 */
1531 1462object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1463pick_arrow_target (object *op, const char *type, int dir)
1533{ 1464{
1534 object *tmp = NULL; 1465 object *tmp = NULL;
1535 mapstruct *m; 1466 maptile *m;
1536 int i, mflags, found, number; 1467 int i, mflags, found, number;
1537 sint16 x, y; 1468 sint16 x, y;
1538 1469
1539 if (op->map == NULL) 1470 if (op->map == NULL)
1540 return find_arrow(op, type); 1471 return find_arrow (op, type);
1541 1472
1542 /* do a dex check */ 1473 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1474 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))) 1475 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1476 return find_arrow (op, type);
1546 1477
1547 m = op->map; 1478 m = op->map;
1548 x = op->x; 1479 x = op->x;
1549 y = op->y; 1480 y = op->y;
1550 1481
1551 /* find the first target */ 1482 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1483 for (i = 0, found = 0; i < 20; i++)
1484 {
1553 x += freearr_x[dir]; 1485 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1486 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1487 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1488 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1489 {
1557 tmp = NULL; 1490 tmp = NULL;
1558 break; 1491 break;
1492 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1493 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1494 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1495 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1496 * perhaps a bad assumption.
1562 */ 1497 */
1563 tmp = NULL; 1498 tmp = NULL;
1564 break; 1499 break;
1565 } 1500 }
1566 if (mflags & P_IS_ALIVE) { 1501 if (mflags & P_IS_ALIVE)
1502 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1503 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1504 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1505 {
1570 break; 1506 found++;
1571 } 1507 break;
1508 }
1572 if (found) 1509 if (found)
1573 break; 1510 break;
1574 } 1511 }
1575 } 1512 }
1576 if (tmp == NULL) 1513 if (tmp == NULL)
1577 return find_arrow(op, type); 1514 return find_arrow (op, type);
1578 1515
1579 if (tmp->head) 1516 if (tmp->head)
1580 tmp = tmp->head; 1517 tmp = tmp->head;
1581 1518
1582 return find_better_arrow(op, tmp, type, &i); 1519 return find_better_arrow (op, tmp, type, &i);
1583} 1520}
1584 1521
1585/* 1522/*
1586 * Creature fires a bow - op can be monster or player. Returns 1523 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1524 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1527 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1528 * 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 1529 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1530 * player fire modes.
1594 */ 1531 */
1532int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1533fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1534{
1598 object *left, *bow; 1535 object *left, *bow;
1599 tag_t left_tag, tag; 1536 int mflags;
1600 int bowspeed, mflags; 1537 maptile *m;
1601 mapstruct *m;
1602 1538
1603 if (!dir) { 1539 if (!dir)
1540 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1541 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1542 return 0;
1543 }
1544
1545 if (op->contr)
1546 bow = op->current_weapon;
1547 else
1606 } 1548 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1549 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1550 /* 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. 1551 * don't need to switch back and forth between bows and weapons.
1613 */ 1552 */
1614 if(bow->type==BOW) 1553 if (bow->type == BOW)
1615 break; 1554 break;
1616 1555
1617 if (!bow) { 1556 if (!bow)
1557 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1558 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1559 return 0;
1620 } 1560 }
1561
1562 // optimisation: move object to top so we will find it quickly again
1563 if (bow->below)
1564 {
1565 bow->remove ();
1566 op->insert (bow);
1567 }
1568
1621 } 1569 }
1570
1622 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1574 return 0;
1625 } 1575 }
1626 1576
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) { 1577 if (arrow == NULL)
1578 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1579 if ((arrow = find_arrow (op, bow->race)) == NULL)
1580 {
1637 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1582 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 */ 1583 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1584 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1585 CLEAR_FLAG (op, FLAG_READY_BOW);
1586
1643 return 0; 1587 return 0;
1644 } 1588 }
1645 } 1589 }
1590
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1591 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1592 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1593 return 0;
1649 } 1594
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1595 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1596 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1597 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1598 return 0;
1653 } 1599 }
1654 1600
1655 /* this should not happen, but sometimes does */ 1601 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1602 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1603 {
1604 arrow->destroy ();
1605 return 0;
1606 }
1661 1607
1662 left = arrow; /* these are arrows left to the player */ 1608 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1609 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1610 if (!arrow)
1665 if (arrow == NULL) { 1611 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1612 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1613 return 0;
1668 return 0;
1669 } 1614 }
1670 set_owner(arrow, op); 1615
1671 if (arrow->skill) free_string(arrow->skill); 1616 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1617 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1618 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1619
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 */ 1620 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1621 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1622 arrow->stats.grace = arrow->attacktype;
1623
1687 if (arrow->slaying != NULL) 1624 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1625 arrow->spellarg = strdup (arrow->slaying);
1689 1626
1690 /* Note that this was different for monsters - they got their level 1627#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1628 if (player *pl = op->contr)
1692 */
1693 1629 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1630 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1631
1632 /* penalize ROF for bestarrow */
1633 if (pl->bowtype == bow_bestarrow)
1634 speed *= .9f;
1635 else
1636 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1637
1638 op->speed_left += speed - op->speed;
1639 }
1640#endif
1641
1642 SET_ANIMATION (arrow, arrow->direction);
1643
1698 /* update the speed */ 1644 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1645 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]) + 1646 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1647
1704 if (arrow->speed < 1.0) 1648 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1649 arrow->speed_left = 0;
1708 1650
1651 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1652
1709 if (op->type == PLAYER) { 1653 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1654 {
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; 1655 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1656 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1657
1658 if (!arrow->slaying)
1659 arrow->slaying = op->slaying;
1660
1661 arrow->attacktype |= op->attacktype;
1662 }
1663 else
1664 {
1720 arrow->level = op->level; 1665 arrow->level = op->level;
1721 } 1666 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1667
1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670
1723 arrow->attacktype |= bow->attacktype; 1671 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1672 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1673
1727 arrow->map = m; 1674 wc -= arrow->level;
1675 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676
1677 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1680
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1682 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1683
1735 if (!was_destroyed(arrow, tag)) 1684 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1685 move_arrow (arrow);
1737 1686
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1687 return 1;
1745} 1688}
1746 1689
1747/* Special fire code for players - this takes into 1690/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1691 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1692 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1693 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1694 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1695 * hence the function name.
1753 */ 1696 */
1697int
1754int player_fire_bow(object *op, int dir) 1698player_fire_bow (object *op, int dir)
1755{ 1699{
1756 int ret=0, wcmod=0; 1700 int ret = 0, wcmod = 0;
1757 1701
1758 if (op->contr->bowtype == bow_bestarrow) { 1702 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1703 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1704 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); 1705 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1706 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1707 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1709 wcmod = -1;
1710
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1711 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1712 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1713 else if (op->contr->bowtype == bow_threewide)
1714 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 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)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1717 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1718 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1719 else if (op->contr->bowtype == bow_spreadshot)
1720 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1721 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); 1722 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); 1723 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1724 }
1776 } else { 1725 else
1726 {
1777 /* Simple case */ 1727 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1729 }
1730
1780 return ret; 1731 return ret;
1781} 1732}
1782
1783 1733
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1734/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1735 * Broken apart from 'fire' to keep it more readable.
1786 */ 1736 */
1737void
1787void fire_misc_object(object *op, int dir) 1738fire_misc_object (object *op, int dir)
1788{ 1739{
1789 object *item; 1740 object *item = op->contr->ranged_ob;
1790 1741
1791 if (!op->contr->ranges[range_misc]) { 1742 if (!item)
1743 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1744 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1745 return;
1794 } 1746 }
1795 1747
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1748 if (!item->inv)
1749 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1750 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1751 return;
1800 } 1752 }
1801 if (item->type == WAND) { 1753
1802 if(item->stats.food<=0) { 1754 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; 1755 return;
1806 } 1756
1757 if (item->type == WAND)
1758 {
1759 if (item->stats.food <= 0)
1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1763
1764 return;
1765 }
1766 }
1807 } else if (item->type == ROD || item->type==HORN) { 1767 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1768 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1770
1771 // using the maximum of the rods charge allows at least one spell cast
1772 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1774 {
1775 op->contr->play_sound (sound_find ("wand_poof"));
1776
1810 if (item->type== ROD) 1777 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1778 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)); 1779 else
1813 else 1780 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, 1781
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1782 return;
1817 } 1783 }
1818 } 1784 }
1819 1785
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1786 if (cast_spell (op, item, dir, item->inv, NULL))
1787 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1788 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1789 if (item->type == WAND)
1790 {
1823 if (!(--item->stats.food)) { 1791 if (!(--item->stats.food))
1824 object *tmp; 1792 {
1825 if (item->arch) { 1793 object *tmp;
1794
1795 if (item->arch)
1796 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1798 item->face = item->arch->face;
1828 item->speed = 0; 1799 item->set_speed (0);
1829 update_ob_speed(item); 1800 }
1830 } 1801
1831 if ((tmp=is_player_inv(item))) 1802 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1804 }
1834 } 1805 }
1835 else if (item->type == ROD || item->type==HORN) { 1806 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1807 drain_rod_charge (item);
1837 }
1838 } 1808 }
1839} 1809}
1840 1810
1841/* Received a fire command for the player - go and do it. 1811/* Received a fire command for the player - go and do it.
1842 */ 1812 */
1813bool
1843void fire(object *op,int dir) { 1814fire (object *op, int dir)
1815{
1844 int spellcost=0; 1816 int spellcost = 0;
1845 1817
1846 /* check for loss of invisiblity/hide */ 1818 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1819 if (action_makes_visible (op))
1820 make_visible (op);
1848 1821
1849 switch(op->contr->shoottype) { 1822 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1823
1853 case range_bow: 1824 if (pl->golem)
1854 player_fire_bow(op, dir); 1825 {
1855 return; 1826 control_golem (op->contr->golem, dir);
1856 1827 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 } 1828 }
1872 else 1829
1873 control_golem(op->contr->ranges[range_golem], dir); 1830 object *ob = pl->ranged_ob;
1831
1832 if (!ob)
1874 return; 1833 return false;
1875 1834
1876 case range_skill: 1835 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; 1836 return false;
1884 case range_builder: 1837
1838 if (op->speed_left > 0.f)
1839 --op->speed_left;
1840 else
1841 return false;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1846 player_fire_bow (op, dir);
1847 break;
1848
1849 case SPELL:
1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1851 break;
1852
1853 case BUILDER:
1885 apply_map_builder( op, dir ); 1854 apply_map_builder (op, dir);
1886 return; 1855 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1856
1857 case SKILL:
1858 do_skill (op, op, ob, dir, 0);
1859 break;
1893 1860
1861 default:
1862 fire_misc_object (op, dir);
1863 break;
1864 }
1865
1866 return true;
1867}
1894 1868
1895/* find_key 1869/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1870 * 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 1871 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1874 * pl is the player,
1901 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1904 */ 1878 */
1905 1879object *
1906object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1907{ 1881{
1908 object *tmp,*key; 1882 object *tmp, *key;
1909 1883
1910 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1885 if (!container->inv)
1886 return 0;
1912 1887
1913 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1916 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1918 */ 1895 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1897 break;
1921 } 1898 }
1899
1922 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1901 /* 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 1902 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1903 * a key, return
1926 */ 1904 */
1927 if (!tmp) { 1905 if (!tmp)
1906 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1929 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1910 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1911 {
1912 if ((key = find_key (pl, tmp, door)))
1913 return key;
1914 }
1915 }
1916
1917 if (!tmp)
1918 return NULL;
1932 } 1919 }
1933 } 1920
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1921 /* 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 1922 * see if we actually want to use it
1938 */ 1923 */
1939 if (pl!=container) { 1924 if (pl != container)
1925 {
1940 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1942 /* cases where this fails: 1929 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1931 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1946 * containers can be used. 1933 * containers can be used.
1947 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1951 * 1938 *
1952 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1953 * all the others. 1940 * all the others.
1954 */ 1941 */
1955 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1945 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1947 "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; 1948 return NULL;
1964 } 1949 }
1965 } 1950 }
1951
1966 return tmp; 1952 return tmp;
1967} 1953}
1968 1954
1969/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1972 * 0 otherwise 1958 * 0 otherwise
1973 */ 1959 */
1960static int
1974static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1975{ 1962{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* 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 - 1964 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1980 */ 1966 */
1981 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1982 1968
1983 /* IF we found a key, do some extra work */ 1969 /* If we found a key, do some extra work */
1984 if (key) { 1970 if (key)
1971 {
1985 object *container=key->env; 1972 object *container = key->env;
1986 1973
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1975 make_visible (op);
1976
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979
1990 if (door->type == DOOR) { 1980 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1995 "You open the door with the %s", query_short_name(key)); 1984 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1986 }
1987
1998 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1989 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1990
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
1992 }
2004 } else if (door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1994 {
2005 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1997 return 1;
2008 } 1998 }
1999
2009 return 0; 2000 return 0;
2010} 2001}
2011 2002
2012/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2017 */ 2008 */
2018 2009bool
2019void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2020{ 2011{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2012 int on_battleground;
2024 mapstruct *m;
2025 2013
2026 nx=freearr_x[dir]+op->x; 2014 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2015 sint16 ny = freearr_y[dir] + op->y;
2028 2016
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2030 2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2027
2031 /* If braced, or can't move to the square, and it is not out of the 2028 /* 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 2029 * 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 2030 * 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 2031 * 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 2032 * 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 2033 * 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 2034 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2035 * move_ob uses.
2039 */ 2036 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2037 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 2038
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2039 /* 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. 2040 * 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 2041 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2042 * on the space
2057 */ 2043 */
2058 while (tmp!=NULL) { 2044 object *mon;
2059 if (tmp == op) { 2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2046 {
2061 continue; 2047 if ((mon->flag [FLAG_ALIVE]
2048 || mon->type == LOCKED_DOOR
2049 || mon->flag [FLAG_CAN_ROLL])
2050 && mon != op)
2051 break;
2062 } 2052 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2053
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 */ 2054 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2055 return false; /* into a wall */
2074 2056
2075 if(mon->head != NULL)
2076 mon = mon->head; 2057 mon = mon->head_ ();
2077 2058
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2064 return true;
2065 }
2080 2066
2081 /* The following deals with possibly attacking peaceful 2067 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2068 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2069 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2070 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2071 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2072 * and thus will not push them.
2087 */ 2073 */
2088 2074
2089 /* If the creature is a pet, push it even if the player is not 2075 /* 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 2076 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2077 * player owns it and it is either friendly or unagressive.
2092 */ 2078 */
2093 if ((op->type==PLAYER) 2079 if (op->type == PLAYER
2094#if COZY_SERVER 2080 && ((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)) 2081 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2082 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2084 {
2106 /* If we're braced, we don't want to switch places with it */ 2085 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2086 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2088
2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2094 push_ob (mon, dir, op);
2095
2096 if (op->contr->tmp_invis || op->hide)
2097 make_visible (op);
2098
2099 return true;
2100 }
2101 else
2102 return false;
2103 }
2104
2114 /* in certain circumstances, you shouldn't attack friendly 2105 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2106 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2107 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2108 * attack them either.
2118 */ 2109 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2110 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2112 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2113 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2117 {
2118 --op->speed_left;
2119
2120 if (!op->contr->braced)
2128 )) { 2121 {
2129 if (!op->contr->braced) { 2122 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2124 }
2132 } else { 2125 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2127
2128 if (op->contr->tmp_invis || op->hide)
2129 make_visible (op);
2130
2131 return true;
2132 }
2134 } 2133 }
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 2134 /* 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. 2135 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2136 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2140 {
2141 --op->speed_left;
2142
2142 recursive_roll(mon,dir,op); 2143 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2144 if (action_makes_visible (op))
2144 } 2145 make_visible (op);
2145 2146
2147 return true;
2148 }
2149 }
2146 /* Any generic living creature. Including things like doors. 2150 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2151 * 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: 2152 * 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 2153 * 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. 2154 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2155 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2158 {
2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2160 {
2161 --op->contr->weapon_sp_left;
2156 2162
2157 /* If the player hasn't hit something this tick, and does 2163 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 2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2165 if (action_makes_visible (op))
2166 make_visible (op);
2167
2168 return true;
2169 }
2166 } 2170 }
2167 2171
2168 skill_attack(mon, op, 0, NULL, NULL); 2172 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} 2173}
2186 2174
2175bool
2187int move_player(object *op,int dir) { 2176move_player (object *op, int dir)
2177{
2188 int pick; 2178 int pick;
2189 2179
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
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; 2181 return 0;
2182
2183 /* Sanity check: make sure dir is valid */
2184 if ((dir < 0) || (dir >= 9))
2185 {
2186 LOG (llevError, "move_player: invalid direction %d\n", dir);
2187 return 0;
2188 }
2189
2190 /* peterm: added following line */
2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2192 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193
2194 op->facing = dir;
2195
2196 if (op->hide)
2197 do_hidden_move (op);
2198
2199 bool retval;
2200
2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 retval = RESULT_INT (0);
2203 else if (op->contr->fire_on)
2204 retval = fire (op, dir);
2205 else
2206 {
2207 retval = move_player_attack (op, dir);
2208 pick = check_pick (op);
2209 }
2210
2211 /* Add special check for newcs players and fire on - this way, the
2212 * server can handle repeat firing.
2213 */
2214 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2215 op->direction = dir;
2216 else
2217 op->direction = 0;
2218
2219 /* Update how the player looks. Use the facing, so direction may
2220 * get reset to zero. This allows for full animation capabilities
2221 * for players.
2222 */
2223 animate_object (op, op->facing);
2224
2225 return retval;
2229} 2226}
2230 2227
2231/* This is similar to handle_player, below, but is only used by the 2228/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2229 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2230 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2231 * the new speed values for commands.
2235 * 2232 *
2236 * Returns true if there are more actions we can do. 2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2237 */ 2236 */
2237bool
2238int handle_newcs_player(object *op) 2238handle_newcs_player (object *op)
2239{ 2239{
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)) { 2240 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 } 2241 {
2242 if (op->speed_left > 0.f)
2243 {
2244 --op->speed_left;
2245 flee_player (op);
2264 2246
2265 /* I've been seeing crashes where the golem has been destroyed, but 2247 return true;
2266 * the player object still points to the defunct golem. The code that 2248 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2249 else
2268 * put this in a a workaround to clean up the golem pointer. 2250 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 } 2251 }
2276 2252
2277 /* call this here - we also will call this in do_ericserver, but 2253 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2254 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2255 * called, so we recheck it here.
2280 */ 2256 */
2281 HandleClient(&op->contr->socket, op->contr); 2257 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2258 return true;
2283 2259
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2260 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); 2261 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2262
2294 else return 0; 2263 return false;
2295 } 2264}
2265
2266int
2267save_life (object *op)
2268{
2269 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2270 return 0;
2297}
2298 2271
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) 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2275 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2277
2311 if (op->contr) 2278 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2279 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280
2316 if(op->stats.hp<0) 2281 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2282 op->stats.hp = op->stats.maxhp;
2283
2318 if(op->stats.food<0) 2284 if (op->stats.food < 0)
2319 op->stats.food = 999; 2285 op->stats.food = 999;
2320 fix_player(op); 2286
2287 op->update_stats ();
2321 return 1; 2288 return 1;
2322 } 2289 }
2290
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2292 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2293 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2294 return 0;
2327} 2295}
2328 2296
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* 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 2298 * 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 2299 * function will descend into containers. op is the object to start the search
2332 * from. 2300 * from.
2333 */ 2301 */
2302static void
2334void remove_unpaid_objects(object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2335{ 2304{
2336 object *next;
2337
2338 while (op) { 2305 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2306 {
2340 * we remove object 'op' 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2308
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2310 op->insert_at (env);
2344 op->x = env->x; 2311 else if (op->inv)
2345 op->y = env->y; 2312 drop_unpaid_items (op->inv, env);
2346 if (env->type == PLAYER)
2347 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 2313
2314 op = next;
2315 }
2316}
2317
2318void
2319object::drop_unpaid_items ()
2320{
2321 if (!flag [FLAG_REMOVED])
2322 ::drop_unpaid_items (inv, this);
2323}
2355 2324
2356/* 2325/*
2357 * Returns pointer a static string containing gravestone text 2326 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2327 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2328 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2329 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2330 * but there isn't one in the server directory.
2362 */ 2331 */
2332const char *
2363char *gravestone_text (object *op) 2333gravestone_text (object *op)
2364{ 2334{
2335 static dynbuf_text buf;
2336
2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2340 if (op->type == PLAYER)
2341 buf << " the " << op->contr->title;
2342
2343 buf << "\n\n";
2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2349 if (op->type == PLAYER)
2350 buf << "by " << op->contr->killer_name () << ".\n\n";
2351
2352 {
2365 static char buf2[MAX_BUF]; 2353 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2354 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2356 buf << buf2;
2389 strcat (buf2, buf); 2357 }
2358
2390 return buf2; 2359 return buf;
2391} 2360}
2392 2361
2393 2362void
2394
2395void do_some_living(object *op) { 2363do_some_living (object *op)
2364{
2396 int last_food=op->stats.food; 2365 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2366 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2367 int over_hp, over_sp, over_grace;
2399 int i; 2368 int i;
2400 int rate_hp = 1200; 2369 int rate_hp = 1200;
2401 int rate_sp = 2500; 2370 int rate_sp = 2500;
2402 int rate_grace = 2000; 2371 int rate_grace = 2000;
2403 const int max_hp = 1; 2372 const int max_hp = 1;
2404 const int max_sp = 1; 2373 const int max_sp = 1;
2405 const int max_grace = 1; 2374 const int max_grace = 1;
2406 2375
2407 if (op->contr->outputs_sync) { 2376 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2377 {
2409 if (op->contr->outputs[i].buf!=NULL && 2378 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2379 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2380 * depending on the value of invisible, so we need to
2381 * alternate it here for it to work correctly.
2382 */
2383 if (pticks & 2)
2384 op->invisible--;
2412 } 2385 }
2386 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2387 {
2388 if (!op->invisible--)
2389 {
2390 make_visible (op);
2391 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2392 }
2393 }
2413 2394
2414 if(op->contr->state==ST_PLAYING) { 2395 if (op->contr->ns->state == ST_PLAYING)
2415 2396 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2397 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2398 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) 2399 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2400 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2401 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2402 {
2403 gen_hp = op->stats.maxhp;
2404 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2405 }
2406
2407 if (op->contr->gen_sp >= 0)
2408 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2409 else
2410 {
2411 gen_sp = op->stats.maxsp;
2412 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2413 }
2414
2415 if (op->contr->gen_grace >= 0)
2416 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2417 else
2418 {
2419 gen_grace = op->stats.maxgrace;
2420 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2421 }
2422
2423 /* Regenerate Grace */
2424 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2425 if (--op->last_grace < 0)
2426 {
2427 if (op->stats.grace < op->stats.maxgrace / 2)
2428 op->stats.grace++; /* no penalty in food for regaining grace */
2429
2430 if (max_grace > 1)
2431 {
2432 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2433 if (over_grace > 0)
2434 {
2435 op->stats.sp += over_grace
2436 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2437 op->last_grace = 0;
2438 }
2439 else
2440 {
2441 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2442 }
2443 }
2444 else
2445 {
2446 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2447 }
2448 /* wearing stuff doesn't detract from grace generation. */
2449 }
2450
2451 if (op->stats.food > 0)
2452 {
2453 /* Regenerate Spell Points */
2454 if (!op->contr->golem && --op->last_sp < 0)
2455 {
2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2457
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461
2462 /* dms do not consume food */
2463 if (!QUERY_FLAG (op, FLAG_WIZ))
2464 {
2465 op->stats.food--;
2466
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489
2490 op->last_sp = 0;
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498
2499 /* Regenerate Hit Points */
2500 if (--op->last_heal < 0)
2501 {
2502 if (op->stats.hp < op->stats.maxhp)
2503 {
2504 op->stats.hp++;
2505
2506 /* dms do not consume food */
2507 if (!QUERY_FLAG (op, FLAG_WIZ))
2508 {
2509 op->stats.food--;
2510
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_hp > 1)
2519 {
2520 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2521
2522 if (over_hp > 0)
2523 {
2524 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2525 op->last_heal = 0;
2526 }
2527 else
2528 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 }
2533 }
2534
2535 /* Digestion */
2536 if (--op->last_eat < 0)
2537 {
2538 int bonus = max (0, op->contr->digestion),
2539 penalty = max (0, -op->contr->digestion);
2540
2541 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2542
2534 /* dms do not consume food */ 2543 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2544 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2545 op->stats.food--;
2537 } 2546 }
2538 2547
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2548 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2549 {
2550 object *flesh = 0;
2541 2551
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2552 for_inv_removable (op, tmp)
2553 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2554 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2555 continue;
2556
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2558 {
2546 manual_apply(op,tmp,0); 2559 op->statusmsg ("You blindly grab for a bite of food. "
2560 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 manual_apply (op, tmp, 0);
2562
2547 if(op->stats.food>=0||op->stats.hp<0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2564 break;
2549 } 2565 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2566 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2567 flesh = tmp;
2552 } /* end of for loop */ 2568 }
2569
2553 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2571 * eat flesh instead.
2555 */ 2572 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2574 {
2575 op->statusmsg ("You blindly grab for a bite of food. "
2576 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2577 manual_apply (op, flesh, 0);
2559 } 2578 }
2560 } /* end if player is starving */
2561 2579
2562 while(op->stats.food<0&&op->stats.hp>0) 2580 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2581 if (op->stats.food < 0)
2564 2582 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2583 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2584 }
2585
2586 if (op->stats.food < 0)
2587 {
2588 op->stats.hp += op->stats.food;
2589 op->stats.food = 0;
2590 }
2591
2592 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player (op);
2594 }
2595}
2570 2596
2571/* If the player should die (lack of hp, food, etc), we call this. 2597/* 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 2598 * 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 2599 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2600 * file.
2575 */ 2601 */
2602void
2576void kill_player(object *op) 2603kill_player (object *op)
2577{ 2604{
2605 int x, y;
2578 char buf[MAX_BUF]; 2606 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2607 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; 2608 int will_kill_again;
2587 archetype *at; 2609 archetype *at;
2588 object *tmp; 2610 object *tmp;
2589 2611
2590 if(save_life(op)) 2612 if (save_life (op))
2591 return; 2613 return;
2592 2614
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2615 /* 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. 2616 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2617 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2618 */
2598 if (op_on_battleground(op, &x, &y)) { 2619 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2620 {
2600 "You have been defeated in combat!"); 2621 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, 2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2623
2603
2604 /* restore player */ 2624 /* restore player */
2605 at = find_archetype("poisoning"); 2625 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2626 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2627 {
2608 remove_ob(tmp); 2628 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2629 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2630 }
2612 2631
2613 at = find_archetype("confusion"); 2632 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2633 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2634 {
2616 remove_ob(tmp); 2635 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2636 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2637 }
2620 2638
2621 cure_disease(op,0); /* remove any disease */ 2639 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2640 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2641 if (op->stats.food <= 0)
2624 2642 op->stats.food = 999;
2643
2625 /* create a bodypart-trophy to make the winner happy */ 2644 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2645 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2646 {
2647 tmp->name = format ("%s's finger" , &op->name);
2648 tmp->name_pl = format ("%s's fingers", &op->name);
2649 tmp->msg = format (
2650 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2651 &op->name, op->contr->title,
2652 (int)op->level,
2653 op->contr->killer_name ()
2654 );
2655 tmp->value = 0, tmp->type = 0;
2656 tmp->materialname = "organics";
2657 tmp->insert_at (op, tmp);
2628 { 2658 }
2629 sprintf(buf,"%s's finger",op->name); 2659
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*/ 2660 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2662 op->contr->braced = 0;
2645 return; 2663 return;
2646 } 2664 }
2647 2665
2648 INVOKE_PLAYER (DEATH, op->contr); 2666 INVOKE_PLAYER (DEATH, op->contr);
2649 2667
2650 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2651 2669
2652 if(op->stats.food<0) { 2670 if (op->stats.food < 0)
2653 if (op->contr->explore) {
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");
2661 } 2671 {
2662 else { 2672 op->contr->killer = archetype::get ("killer_starvation");
2663 if (op->contr->explore) { 2673 op->contr->killer->destroy ();
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 } 2674 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2675
2676 op->contr->play_sound (sound_find ("player_dies"));
2677
2673 /* save the map location for corpse, gravestone*/ 2678 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2679 x = op->x;
2680 y = op->y;
2681 map = op->map;
2675 2682
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2683 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2684 * 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. 2685 * See the config.h file for a little more in depth detail about this.
2681 */ 2686 */
2682 2687
2683 /* Basically two ways to go - remove a stat permanently, or just 2688 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2689 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2690 * of death.
2686 */ 2691 */
2687#ifndef COZY_SERVER 2692#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2693 if (settings.balanced_stat_loss)
2694 {
2689 /* If stat loss is permanent, lose one stat only. */ 2695 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2696 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2697 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2698 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2699 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2700 little bit harder. */
2695 /* GD */ 2701 /* GD */
2696 if (settings.stat_loss_on_death) 2702 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2703 num_stats_lose = 1;
2698 else 2704 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2705 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2706 }
2707 else
2701 num_stats_lose = 1; 2708 num_stats_lose = 1;
2702 } 2709
2703 lost_a_stat = 0; 2710 lost_a_stat = 0;
2704 2711
2705 for (z=0; z<num_stats_lose; z++) { 2712 for (z = 0; z < num_stats_lose; z++)
2713 {
2706 i = RANDOM() % NUM_STATS; 2714 i = RANDOM () % NUM_STATS;
2707 2715
2708 if (settings.stat_loss_on_death) { 2716 if (settings.stat_loss_on_death)
2717 {
2709 /* Pick a random stat and take a point off it. Tell the player 2718 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2719 * what he lost.
2711 */ 2720 */
2712 change_attr_value(&(op->stats), i,-1); 2721 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2722 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2723 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2724 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2725 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2726 lost_a_stat = 1;
2718 } else { 2727 }
2728 else
2729 {
2719 /* deplete a stat */ 2730 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2731 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2732 object *dep;
2733
2734 dep = present_arch_in_ob (deparch, op);
2735 if (!dep)
2722 2736 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2737 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2738 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 2739 }
2756 if (lose_this_stat) { 2740 lose_this_stat = 1;
2741 if (settings.balanced_stat_loss)
2742 {
2743 /* GD */
2744 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2745 this_stat = get_attr_value (&(dep->stats), i);
2746 if (this_stat < 0)
2747 {
2748 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2749 int keep_chance = this_stat * this_stat;
2750
2751 /* Yes, I am paranoid. Sue me. */
2752 if (keep_chance < 1)
2753 keep_chance = 1;
2754
2755 /* There is a maximum depletion total per level. */
2756 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2757 {
2758 lose_this_stat = 0;
2759 /* Take loss chance vs keep chance to see if we
2760 retain the stat. */
2761 }
2762 else
2763 {
2764 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 lose_this_stat = 0;
2766 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2767 this_stat, keep_chance, loss_chance,
2768 lose_this_stat?"LOSE":"KEEP"); */
2769 }
2770 }
2771 }
2772
2773 if (lose_this_stat)
2774 {
2775 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2776 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2777 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2778 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2779 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2780 * difference.
2763 */ 2781 */
2764 if (this_stat>=-50) { 2782 if (this_stat >= -50)
2783 {
2765 change_attr_value(&(dep->stats), i, -1); 2784 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2785 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2787 op->update_stats ();
2769 lost_a_stat = 1; 2788 lost_a_stat = 1;
2770 } 2789 }
2771 } 2790 }
2791 }
2772 } 2792 }
2773 } 2793
2774 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2795 if (!lost_a_stat)
2776 { 2796 {
2777 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2798 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2799 const char *god = determine_god (op);
2800
2780 if (god && (strcmp(god, "none"))) 2801 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2802 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" 2803 else
2783 " you.", god); 2804 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 } 2805 }
2806#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788#endif 2808#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 2809
2792 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2811 * exp loss on the stone.
2794 */ 2812 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2814 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2815 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2816 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
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; 2817 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2818 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2819
2809 /**************************************/ 2820 /**************************************/
2810 /* */ 2821 /* */
2811 /* Subtract the experience points, */ 2822 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2823 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2824 /* food, and reset HP's... */
2814 /* */ 2825 /* */
2815 /**************************************/ 2826 /**************************************/
2816 2827
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2828 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2829 /* restore player */
2819 at = find_archetype("poisoning"); 2830 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2832
2821 if (tmp) { 2833 if (tmp)
2822 remove_ob(tmp); 2834 {
2823 free_object(tmp); 2835 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2837 }
2826 2838
2827 at = find_archetype("confusion"); 2839 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2840 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2841 if (tmp)
2830 remove_ob(tmp); 2842 {
2831 free_object(tmp); 2843 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2845 }
2846
2834 cure_disease(op,0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2835 2848
2849 // remove all spell effects that are active
2850 // to avoid long-term effects such as word-of-recall
2851 for (object *item = op->inv; item; )
2852 {
2853 object *next = item->below;
2854
2855 if (item->type == SPELL_EFFECT && item->active)
2856 item->destroy ();
2857
2858 item = next;
2859 }
2860
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2861 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2862 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2863
2864 if (op->stats.food < 100)
2865 op->stats.food = 900;
2866
2839 op->stats.hp = op->stats.maxhp; 2867 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2868 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2869 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2870
2843 /* 2871 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2872 * 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 2873 * and put them back in the map.
2846 * in the map. 2874 */
2847 */ 2875 op->drop_unpaid_items ();
2848 2876
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 /****************************************/ 2877 /****************************************/
2858 /* */ 2878 /* */
2859 /* Move player to his current respawn- */ 2879 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2880 /* position (usually last savebed) */
2861 /* */ 2881 /* */
2862 /****************************************/ 2882 /****************************************/
2863 2883
2864 enter_player_savebed(op); 2884 enter_player_savebed (op);
2865 2885
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2886 op->contr->braced = 0;
2870 save_player(op,1);
2871 2887
2872 /* it is possible that the player has blown something up 2888 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2889 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2890 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2891 * on the space that might harm the player.
2876 */ 2892 */
2877 will_kill_again=0; 2893 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2894 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2895 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2896 will_kill_again |= tmp->attacktype;
2881 } 2897
2882 if (will_kill_again) { 2898 if (will_kill_again)
2899 {
2883 object *force; 2900 object *force;
2884 int at; 2901 int at;
2885 2902
2886 force=get_archetype(FORCE_NAME); 2903 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2904 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2905 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2906 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2907 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2908 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2909 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2910 force->resist[at] = 100;
2894 } 2911
2895 insert_ob_in_ob(force, op); 2912 insert_ob_in_ob (force, op);
2896 fix_player(op); 2913 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2914
2915 }
2916
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2917 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} 2918}
2972 2919
2973 2920void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2921loot_object (object *op)
2922{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2923 object *tmp, *tmp2, *next;
2976 2924
2977 if (op->container) { /* close open sack first */ 2925 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2926
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2927 for (tmp = op->inv; tmp; tmp = next)
2928 {
2982 next=tmp->below; 2929 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2930
2984 remove_ob(tmp); 2931 if (tmp->invisible)
2932 continue;
2933
2934 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2935 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2936
2987 loot_object(tmp); 2937 if (tmp->type == CONTAINER)
2988 } 2938 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2939
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2940 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2941 {
2991 if(tmp->nrof>1) { 2942 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2943 {
2993 free_object(tmp2); 2944 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
2946 }
2947 else
2948 tmp->destroy ();
2949 }
2995 } else 2950 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2951 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2952 }
3000} 2953}
3001 2954
3002/* 2955/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2956 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2957 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2958 * was changed.
3006 */ 2959 */
3007 2960void
3008void fix_weight(void) { 2961fix_weight (void)
3009 player *pl; 2962{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2963 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2964 {
3012 if(old == sum) 2965 sint32 old = pl->ob->carrying;
3013 continue; 2966
3014 fix_player(pl->ob); 2967 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2968
3016 pl->ob->name, old, sum); 2969 if (old != pl->ob->carrying)
2970 {
2971 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2973 }
3017 } 2974 }
3018} 2975}
3019 2976
2977void
3020void fix_luck(void) { 2978fix_luck (void)
3021 player *pl; 2979{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2980 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2982 pl->ob->change_luck (0);
3025} 2983}
3026
3027 2984
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3031 */ 2988 */
3032
3033void 2989void
3034cast_dust (object * op, object * throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3035{ 2991{
3036 object *skop, *spob; 2992 object *skop, *spob;
3037 2993
3038 skop = find_skill_by_name (op, throw_ob->skill); 2994 skop = find_skill_by_name (op, throw_ob->skill);
3039 2995
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2996 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2997 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2998 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2999 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3000 return;
3046 } 3001 }
3047 3002
3048 spob = throw_ob->inv; 3003 spob = throw_ob->inv;
3049 3004
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3005 // 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 3006 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3007 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3008 if (!spob)
3054 { 3009 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3010 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; 3011 return;
3058 } 3012 }
3059 3013
3060 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3016
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3018
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3020}
3069 3021
3022void
3070void make_visible (object *op) { 3023make_visible (object *op)
3024{
3071 op->hide = 0; 3025 op->hide = 0;
3072 op->invisible = 0; 3026 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 3027
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) 3028 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3029 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3030 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3031 op->contr->invis_race = 0;
3032 }
3033
3034 update_object (op, UP_OBJ_CHANGE);
3035}
3036
3037int
3038is_true_undead (object *op)
3039{
3040 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3041 return 1;
3042
3089 return 0; 3043 return 0;
3090} 3044}
3091 3045
3092/* look at the surrounding terrain to determine 3046/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3047 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3048 * indicate greater hideability.
3095 */ 3049 */
3096 3050int
3097int hideability(object *ob) { 3051hideability (object *ob)
3052{
3098 int i,level=0, mflag; 3053 int i, level = 0, mflag;
3099 sint16 x,y; 3054 sint16 x, y;
3100 3055
3101 if(!ob||!ob->map) return 0; 3056 if (!ob || !ob->map)
3057 return 0;
3102 3058
3103 /* so, on normal lighted maps, its hard to hide */ 3059 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3060 level = ob->map->darkness - 2;
3105 3061
3106 /* this also picks up whether the object is glowing. 3062 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3063 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3064 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3065 if (has_carried_lights (ob))
3066 level = -(10 + (2 * ob->map->darkness));
3110 3067
3111 /* scan through all nearby squares for terrain to hide in */ 3068 /* 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]) { 3069 for (i = 0, x = ob->x, y = ob->y;
3070 i <= SIZEOFFREE1;
3071 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3074 if (mflag & P_OUT_OF_MAP)
3075 continue;
3076
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3077 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3078 level += 2;
3117 else /* open terrain! */ 3079 else /* open terrain! */
3118 level -= 1; 3080 level -= 1;
3119 } 3081 }
3120 3082
3121#if 0 3083#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3084 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3085#endif
3124 return level; 3086 return level;
3125} 3087}
3126 3088
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3089/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3090 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3091 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3092 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3093 */
3132 3094void
3133void do_hidden_move (object *op) { 3095do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3096{
3135 object *skop; 3097 int hide = 0;
3136 3098
3137 if(!op || !op->map) return; 3099 if (!op || !op->map)
3100 return;
3138 3101
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3102 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3103 int num = random_roll (0, 19, op, PREFER_LOW);
3140 3104
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3105 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3106 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3107 if (!skop || num >= skop->level)
3108 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3109 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3110 make_visible (op);
3146 return; 3111 return;
3147 } else num += 20;
3148 } 3112 }
3113 else
3114 num += 20;
3115
3149 num += op->map->difficulty; 3116 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3117 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3118 num -= hide;
3119
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3120 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3121 {
3153 make_visible(op); 3122 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3123
3155 "You moved out of hiding! You are visible!"); 3124 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3126 }
3157 else if (op->type == PLAYER && skop) { 3127 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3129}
3161 3130
3162/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3163 3132
3133int
3164int stand_near_hostile( object *who ) { 3134stand_near_hostile (object *who)
3135{
3165 object *tmp=NULL; 3136 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3138 maptile *m;
3168 sint16 x,y; 3139 sint16 x, y;
3169 3140
3170 if(!who) return 0; 3141 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; 3142 return 0;
3143
3144 if (who->type == PLAYER)
3145 player = 1;
3146
3147 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3149
3150 /* search adjacent squares */
3151 for (i = 1; i < 9; i++)
3152 {
3153 x = who->x + freearr_x[i];
3154 y = who->y + freearr_y[i];
3155 m = who->map;
3156 mflags = get_map_flags (m, &m, x, y, &x, &y);
3157 /* space must be blocked if there is a monster. If not
3158 * blocked, don't need to check this space.
3159 */
3160 if (mflags & P_OUT_OF_MAP)
3161 continue;
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue;
3164
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3168 return 1;
3169 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 return 1;
3174 }
3175 }
3176 }
3177 return 0;
3200} 3178}
3201 3179
3202/* check the player los field for viewability of the 3180/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3181 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3182 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3183 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3184 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3185 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3186 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3187 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3188 * 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. 3189 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3190 * -b.t.
3213 * This function is now map tiling safe. 3191 * This function is now map tiling safe.
3214 */ 3192 */
3215 3193int
3216int player_can_view (object *pl,object *op) { 3194player_can_view (object *pl, object *op)
3195{
3217 rv_vector rv; 3196 rv_vector rv;
3218 int dx,dy; 3197 int dx, dy;
3219 3198
3220 if(pl->type!=PLAYER) { 3199 if (pl->type != PLAYER)
3200 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3201 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; 3202 return -1;
3247 op = op->more;
3248 } 3203 }
3204
3205 if (!pl || !op)
3249 return 0; 3206 return 0;
3207
3208 op = op->head_ ();
3209
3210 get_rangevector (pl, op, &rv, 0x1);
3211
3212 /* starting with the 'head' part, lets loop
3213 * through the object and find if it has any
3214 * part that is in the los array but isn't on
3215 * a blocked los square.
3216 * we use the archetype to figure out offsets.
3217 */
3218 while (op)
3219 {
3220 dx = rv.distance_x + op->arch->x;
3221 dy = rv.distance_y + op->arch->y;
3222
3223 /* only the viewable area the player sees is updated by LOS
3224 * code, so we need to restrict ourselves to that range of values
3225 * for any meaningful values.
3226 */
3227 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3228 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3229 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3230 return 1;
3231
3232 op = op->more;
3233 }
3234
3235 return 0;
3250} 3236}
3251 3237
3252/* routine for both players and monsters. We call this when 3238/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3239 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3240 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3241 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3242 * return 0.
3257 */ 3243 */
3244int
3258int action_makes_visible (object *op) { 3245action_makes_visible (object *op)
3259 3246{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3250 return 0;
3263 3251
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3265 3254
3266 /* If monsters, they should become visible */ 3255 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3259 return 1;
3270 } 3260 }
3271 } 3261 }
3262
3272 return 0; 3263 return 0;
3273} 3264}
3274 3265
3275/* op_on_battleground - checks if the given object op (usually 3266/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3267 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3268 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3269 * -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 3270 * 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 3271 * 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 3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3273 */
3274int
3283int op_on_battleground (object *op, int *x, int *y) { 3275op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3276{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3277 /* 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), 3278 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3279 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3280 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3281 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3282 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3283 for (object *tmp = op->below; tmp; tmp = tmp->below)
3284 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3285 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3286 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3287 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3288 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3289 && tmp->name == shstr_battleground
3290 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3292 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3294 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3295 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3296 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3297 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3298 {
3299 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3300 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3301
3302 return 1;
3303 }
3304 }
3305 }
3306
3307 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3309
3305 return 1; 3310 return 1;
3306 } 3311 }
3307 } 3312 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3313 }
3313 } 3314
3314 }
3315 /* If we got here, did not find a battleground */ 3315 /* If we got here, did not find a battleground */
3316 return 0; 3316 return 0;
3317} 3317}
3318 3318
3319/* 3319/*
3323 * attributes: 3323 * attributes:
3324 * object *who the dragon player 3324 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3325 * int atnr the attack-number of the ability focus
3326 * int level ability level 3326 * int level ability level
3327 */ 3327 */
3328void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3329dragon_ability_gain (object *who, int atnr, int level)
3330{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3331 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3332 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3333 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3334 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3336 int i = 0, j = 0;
3335 3337
3336 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3340 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3342 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3344 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3346 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3347
3346 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3347 return; 3349 return;
3348 3350
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3352
3351 3353 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3354 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3356 return;
3355 } 3357 }
3356 3358
3357 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3360 item = tr->item;
3359 3361
3360 if (item->type == SPELL) { 3362 if (item->type == SPELL)
3363 {
3361 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3362 return; 3365 return;
3363 3366
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3367 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); 3368 do_learn_spell (who, item, 0);
3366 return; 3369 return;
3367 } 3370 }
3368 3371
3369 /* grant direct spell */ 3372 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3373 if (item->type == SPELLBOOK)
3374 {
3371 if (!item->inv) { 3375 if (!item->inv)
3376 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3377 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3378 return;
3375 } 3379 }
3376 if (check_spell_known (who, item->inv->name)) 3380 if (check_spell_known (who, item->inv->name))
3377 return; 3381 return;
3378 if (item->invisible) { 3382 if (item->invisible)
3383 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3384 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); 3385 do_learn_spell (who, item->inv, 0);
3381 return; 3386 return;
3382 } 3387 }
3383 } 3388 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3389 else if (item->type == SKILL_TOOL && item->invisible)
3390 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3391 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392 {
3386 3393
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3394 /* 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 3395 * 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, 3396 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3397 * but not all of them, he gets nothing.
3391 */ 3398 */
3392 if (!(skop->attacktype & item->attacktype)) { 3399 if (!(skop->attacktype & item->attacktype))
3400 {
3393 /* Give new attacktype */ 3401 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3402 skop->attacktype |= item->attacktype;
3395 3403
3396 /* always add physical if there's none */ 3404 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3405 skop->attacktype |= AT_PHYSICAL;
3398 3406
3399 if (item->msg != NULL) 3407 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3408 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3409
3402 /* Give player new face */ 3410 /* Give player new face */
3403 if (item->animation_id) { 3411 if (item->animation_id)
3412 {
3404 who->face = skop->face; 3413 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3414 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3415 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3416 who->last_anim = 0;
3408 who->state = 0; 3417 who->state = 0;
3409 animate_object(who, who->direction); 3418 animate_object (who, who->direction);
3410 } 3419 }
3420 }
3421 }
3411 } 3422 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3423 else if (item->type == FORCE)
3424 {
3415 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3426 object *skin;
3427
3417 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3430 ;
3420 if (skin == NULL) return; 3431
3421 3432 if (!skin)
3433 return;
3434
3422 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3437 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3438 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3439
3426 /* print message */ 3440 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3441 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3442 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3443 {
3430 if (j) 3444 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3445 {
3432 else 3446 if (j)
3433 j = 1; 3447 strcat (buf, " and ");
3448 else
3449 j = 1;
3434 strcat(buf, spellpathnames[i]); 3450 strcat (buf, spellpathnames[i]);
3435 } 3451 }
3436 } 3452 }
3437 strcat(buf,"."); 3453 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3455 }
3440 3456
3441 /* evtl. adding flags: */ 3457 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3458 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3459 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3460 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3461 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3463 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3464
3449 /* print message if there is one */ 3465 /* print message if there is one */
3450 if (item->msg != NULL) 3466 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 }
3469 else
3452 } 3470 {
3453 else {
3454 /* generate misc. treasure */ 3471 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3472 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3473 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); 3474 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3475 }
3461} 3476}
3462 3477
3463/** 3478/**
3464 * Unready an object for a player. This function does nothing if the object was 3479 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3480 * not readied.
3466 */ 3481 */
3482void
3467void player_unready_range_ob(player *pl, object *ob) { 3483player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3469 3487
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3488 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3489 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3490
3473 if (pl->shoottype == i) { 3491 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3492 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}
3513
3514void
3515player::infobox (const char *title, const char *msg, int color)
3516{
3517 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3518}
3519
3520void
3521player::statusmsg (const char *msg, int color)
3522{
3523 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3524}
3525
3526void
3527player::failmsg (const char *msg, int color)
3528{
3529 play_sound (sound_find ("generic_failure"));
3530 statusmsg (msg, color);
3531}
3532

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