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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 1.203 by root, Sun Sep 7 21:31:23 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
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;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 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); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_player_skills (ob);
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
115 } 232 {
116 rules[0]='\0'; 233 object *tmp, *abil = 0, *skin = 0;
117 size=0; 234
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 236 if (tmp->type == FORCE)
120 continue; 237 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
122 { 311 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 312 case SKILL:
124 break; 313 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; 314 break;
167 } 315
168 strncat(news+size,buf,HUGE_BUF-size); 316 case WAND:
169 size+=strlen(buf); 317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
170 } 326 }
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}
180 327
181int playername_ok(const char *cp) { 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 329 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} 330}
190 331
191/* This no longer sets the player map. Also, it now updates 332void
192 * all the pointers so the caller doesn't need to do that. 333player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 334{
194 */ 335 observe = op ? op : ob;
336 do_los = 1;
337}
195 338
196/* Redo this to do both get_player_ob and get_player. 339player::player ()
197 * Hopefully this will be less bugfree and simpler. 340{
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 - 341 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 342 * we deal with that below this point.
236 */ 343 */
237 p->party=NULL; 344 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 347
243#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 349
245#endif 350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
246 369 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
248 372 }
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 */
257 373
258 roll_stats(op); 374 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} 375}
300 376
301 377player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 378{
305 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
306 op->x = -1; 380 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 381}
310 382
311/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
313 * mode. 385 * mode.
314 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
315 391
316int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 393
319 p=get_player(NULL); 394 pl->ob->roll_stats ();
320 p->socket = *ns; 395 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 397
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); 398 set_first_map (pl->ob);
331 399
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; 400 return pl;
339} 401}
340 402
341/* 403/*
342 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
345 */ 407 */
408archetype *
346archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
347{ 410{
348 archetype *start = at; 411 // archetypes could have been reloaded
349 for (;;) { 412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 413
351 at=first_archetype; 414 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 415 return at;
356 if (at == start) { 416
357 LOG (llevError, "No Player archetypes\n"); 417 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 418
359 } 419 for (;;)
360 } 420 {
361} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
362 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
363 430
431object *
364object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
365 object *op = NULL; 434 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 435 objectlink *ol;
368 unsigned lastdist; 436 unsigned lastdist;
369 rv_vector rv; 437 rv_vector rv;
370 438
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 440 {
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)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
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) { 444 if (lastdist > rv.distance)
408 op=pl->ob; 445 {
446 op = ol->ob;
409 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
410 } 449 }
411 } 450
412 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* 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 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * 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. 503 * 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, 504 * 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 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 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; 519 return 0;
724}
725 520
726void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 527
728 op->contr->write_buf[0]='\0'; 528 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 529 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 530 return 0;
731}
732 531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist *items)
646{
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 link_player_skills (pl);
734}
735
736void
733void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
734 if (party == NULL) { 739 if (party == NULL)
740 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 742 return;
737 } 743 }
744
738 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 749}
743
744 750
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int
746int roll_stat(void) { 753roll_stat (void)
754{
747 int a[4],i,j,k; 755 int a[4], i, j, k;
748 756
749 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
751 759
752 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 761 if (a[i] < k)
754 k=a[i],j=i; 762 k = a[i], j = i;
755 763
756 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 765 if (i != j)
758 k+=a[i]; 766 k += a[i];
759 } 767
760 return k; 768 return k;
761} 769}
762 770
763void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
764 int sum=0; 778 int sum = 0;
765 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
767 781
768 do { 782 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 783 break;
770 op->stats.Dex=roll_stat(); 784 }
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);
780 785
781 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 787 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;
789 788
790 /* a quick and dirty bubblesort? */ 789 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]; 790 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];
809 791
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; 792 stats.exp = 0;
821 op->stats.ac=0; 793 stats.ac = 0;
822 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
823 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
826 804
827 fix_player(op); 805 contr->orig_stats = stats;
806 }
807}
808
809void
810object::swap_stats (int a, int b)
811{
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
828 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
831 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
832} 837}
833 838
834void Roll_Again(object *op) 839static void
840start_info (object *op)
835{ 841{
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]; 842 char buf[MAX_BUF];
844 843
845 if ( op->contr->Swap_First == -1 ) { 844 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); 845 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} 846}
953 847
954/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
958 * not the class. 852 * not the class.
959 */ 853 */
960 854void
961int key_change_class(object *op, char key) 855player::chargen_race_done ()
962{ 856{
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 */ 857 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
977 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
979 866
980 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
981 868
982 if (op->msg) { 869 if (ob->msg)
983 free_string(op->msg); 870 ob->msg = 0;
984 op->msg=NULL;
985 }
986 871
987 /* We create this now because some of the unique maps will need it
988 * 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); 872 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op); 875 link_player_skills (ob);
1000 esrv_send_inventory(op, op); 876 esrv_send_inventory (ob, ob);
1001 fix_player(op); 877 ob->update_stats ();
1002 878
1003 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1004 * is one for this race 880 * is one for this race
1005 */ 881 */
1006 if(*first_map_ext_path) { 882 if (*first_map_ext_path)
1007 object *tmp; 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 884 else
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"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 886}
1023 return 0;
1024 }
1025 887
888void
889player::chargen_race_next ()
890{
1026 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
1028 */ 893 */
1029 894
1030 tmp_loop = 0; 895 do
1031 while(!tmp_loop) { 896 {
1032 const char *name = add_string (op->name); 897 shstr name = ob->name;
1033 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 899
1035 remove_ob (op); 900 ob->remove_statbonus ();
901 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 902 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 903 ob->arch->copy_to (ob);
1038 op->instantiate (); 904 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 906 ob->name = ob->name_pl = name;
1041 op->name = name; 907 ob->x = x;
1042 free_string(op->name_pl); 908 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 911 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 912 ob->add_statbonus ();
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 } 913 }
914 while (!allowed_class (ob));
915
1055 update_object(op,UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 917 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 918 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 921 ob->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} 922}
1066 923
1067int key_confirm_quit(object *op, char key) 924void
1068{
1069 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);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 925flee_player (object *op)
926{
1113 int dir,diff; 927 int dir, diff;
1114 rv_vector rv; 928 rv_vector rv;
1115 929
1116 if(op->stats.hp < 0) { 930 if (op->stats.hp < 0)
931 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 932 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 934 return;
1120 } 935 }
1121 936
1122 if(op->enemy==NULL) { 937 if (op->enemy == NULL)
938 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 939 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 941 return;
1126 } 942 }
1127 943
1128 /* Seen some crashes here. Since we don't store an 944 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 945 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 946 * actual enemy, and the object is recycled.
1131 */ 947 */
1132 if (op->enemy->map == NULL) { 948 if (op->enemy->map == NULL)
949 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 950 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 951 op->enemy = NULL;
1135 return; 952 return;
1136 } 953 }
1137 954
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 955 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 {
1139 op->enemy=NULL; 957 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 958 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 959 return;
1142 } 960 }
961
1143 get_rangevector(op, op->enemy, &rv, 0); 962 get_rangevector (op, op->enemy, &rv, 0);
1144 963
1145 dir=absdir(4+rv.direction); 964 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 965 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 } 966 {
967 int m = 1 - (RANDOM () & 2);
968
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
970 return;
971 }
972
1153 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 975 op->enemy = NULL;
1156} 976}
1157
1158 977
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 978/* 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 979 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 980 * stop.
1162 */ 981 */
982int
1163int check_pick(object *op) { 983check_pick (object *op)
984{
1164 object *tmp, *next; 985 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 986 int stop = 0;
1167 int j, k, wvratio; 987 int wvratio;
1168 char putstring[128], tmpstr[16]; 988 char putstring[128];
1169
1170 989
1171 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1173 return 1; 992 return 1;
1174 993
1175 op_tag = op->count;
1176
1177 next = op->below; 994 next = op->below;
1178 if (next) 995
1179 next_tag = next->count; 996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 998
1181 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1000 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1001 while (next && !next->destroyed ())
1184 { 1002 {
1185 tmp = next; 1003 tmp = next;
1186 next = tmp->below; 1004 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1005
1190 if (was_destroyed (op, op_tag)) 1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1012 if (op->destroyed ())
1191 return 0; 1013 return 0;
1192 1014
1193 if ( ! can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1194 continue; 1016 continue;
1195 1017
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1019 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1200 continue; 1022 continue;
1201 } 1023 }
1202 1024
1203 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1026 if (!(op->contr->mode & PU_NEWMODE))
1027 {
1205 switch (op->contr->mode) { 1028 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1029 {
1207 case 1: pick_up (op, tmp); 1030 case 0:
1208 return 1; 1031 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1032 case 1:
1210 return 0; 1033 CHK_PICK_PICKUP;
1211 case 3: return 0; /* stop before pickup */ 1034 return 1;
1212 case 4: pick_up (op, tmp); 1035 case 2:
1213 break; 1036 CHK_PICK_PICKUP;
1214 case 5: pick_up (op, tmp); 1037 return 0;
1215 stop = 1; 1038 case 3:
1216 break; 1039 return 0; /* stop before pickup */
1217 case 6: 1040 case 4:
1041 CHK_PICK_PICKUP;
1042 break;
1043 case 5:
1044 CHK_PICK_PICKUP;
1045 stop = 1;
1046 break;
1047 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1050 CHK_PICK_PICKUP;
1221 break; 1051 break;
1222 1052
1223 case 7: 1053 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1055 CHK_PICK_PICKUP;
1226 break; 1056 break;
1227 1057
1228 default: 1058 default:
1229 /* use value density */ 1059 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1062 CHK_PICK_PICKUP;
1233 >= op->contr->mode) 1063 }
1234 pick_up(op,tmp); 1064 }
1235 } 1065 else
1236 } 1066 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1068 if (op->contr->mode & PU_DEBUG)
1240 { 1069 {
1241 /* some debugging code to figure out item information */ 1070 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1071 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1073 &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)))); 1074 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1076 &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)))); 1077
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1079 }
1251 1080
1252 sprintf(putstring,"...flags: "); 1081 /* philosophy:
1253 for(k=0;k<4;k++) 1082 * It's easy to grab an item type from a pile, as long as it's
1254 { 1083 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1084 * and selections, select-items should be used. This is a
1256 { 1085 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1086 * example.
1258 { 1087 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1088 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1089 * convert to decimal and then 'pickup <#>
1261 } 1090 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1091
1092 /* the first two modes are exclusive: if NOTHING we return, if
1093 * STOP then we stop. All the rest are applied sequentially,
1094 * meaning if any test passes, the item gets picked up. */
1095
1096 /* if mode is set to pick nothing up, return */
1097
1098 if (op->contr->mode & PU_NOTHING)
1099 return 1;
1100
1101 /* if mode is set to stop when encountering objects, return */
1102 /* take STOP before INHIBIT since it doesn't actually pick
1103 * anything up */
1104
1105 if (op->contr->mode & PU_STOP)
1106 return 0;
1107
1108 /* useful for going into stores and not losing your settings... */
1109 /* and for battles wher you don't want to get loaded down while
1110 * fighting */
1111 if (op->contr->mode & PU_INHIBIT)
1112 return 1;
1113
1114 /* prevent us from turning into auto-thieves :) */
1115 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1116 continue;
1117
1118 /* ignore known cursed objects */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1120 continue;
1121
1122 /* all food and drink if desired */
1123 /* question: don't pick up known-poisonous stuff? */
1124 if (op->contr->mode & PU_FOOD)
1125 if (tmp->type == FOOD)
1126 {
1127 CHK_PICK_PICKUP;
1128 continue;
1129 }
1130
1131 if (op->contr->mode & PU_DRINK)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1133 {
1134 CHK_PICK_PICKUP;
1135 continue;
1136 }
1137
1138 if (op->contr->mode & PU_POTION)
1139 if (tmp->type == POTION)
1140 {
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 /* spellbooks, skillscrolls and normal books/scrolls */
1146 if (op->contr->mode & PU_SPELLBOOK)
1147 if (tmp->type == SPELLBOOK)
1148 {
1149 CHK_PICK_PICKUP;
1150 continue;
1151 }
1152
1153 if (op->contr->mode & PU_SKILLSCROLL)
1154 if (tmp->type == SKILLSCROLL)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_READABLES)
1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* wands/staves/rods/horns */
1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 /* pick up all magical items */
1176 if (op->contr->mode & PU_MAGICAL)
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 {
1185 if (tmp->type == MONEY || tmp->type == GEM)
1186 {
1187 CHK_PICK_PICKUP;
1188 continue;
1189 }
1190 }
1191
1192 /* rings & amulets - talismans seems to be typed AMULET */
1193 if (op->contr->mode & PU_JEWELS)
1194 if (tmp->type == RING || tmp->type == AMULET)
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 /* we don't forget dragon food */
1201 if (op->contr->mode & PU_FLESH)
1202 if (tmp->type == FLESH)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 /* bows and arrows. Bows are good for selling! */
1209 if (op->contr->mode & PU_BOW)
1210 if (tmp->type == BOW)
1211 {
1212 CHK_PICK_PICKUP;
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_ARROW)
1217 if (tmp->type == ARROW)
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* all kinds of armor etc. */
1224 if (op->contr->mode & PU_ARMOUR)
1225 if (tmp->type == ARMOUR)
1226 {
1227 CHK_PICK_PICKUP;
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_HELMET)
1232 if (tmp->type == HELMET)
1233 {
1234 CHK_PICK_PICKUP;
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_SHIELD)
1239 if (tmp->type == SHIELD)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_BOOTS)
1246 if (tmp->type == BOOTS)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_GLOVES)
1253 if (tmp->type == GLOVES)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_CLOAK)
1260 if (tmp->type == CLOAK)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 /* hoping to catch throwing daggers here */
1267 if (op->contr->mode & PU_MISSILEWEAPON)
1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1269 {
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1273
1274 /* careful: chairs and tables are weapons! */
1275 if (op->contr->mode & PU_ALLWEAPON)
1276 {
1277 if (tmp->type == WEAPON && tmp->name != NULL)
1278 {
1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285 }
1286
1287 if (tmp->type == WEAPON && tmp->name == NULL)
1288 {
1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1290 {
1291 CHK_PICK_PICKUP;
1292 continue;
1293 }
1294 }
1295 }
1296
1297 /* misc stuff that's useful */
1298 if (op->contr->mode & PU_KEY)
1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1300 {
1301 CHK_PICK_PICKUP;
1302 continue;
1303 }
1304
1305 /* any of the last 4 bits set means we use the ratio for value
1306 * pickups */
1307 if (op->contr->mode & PU_RATIO)
1308 {
1309 /* use value density to decide what else to grab */
1310 /* >=7 was >= op->contr->mode */
1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1312 */
1313 wvratio = op->contr->mode & PU_RATIO;
1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 {
1316 CHK_PICK_PICKUP;
1266#if 0 1317#if 0
1267 /* print the flags too */ 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1319 if (tmp->name != NULL)
1269 { 1320 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1321 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1322 }
1272 { 1323 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1326 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 1327#endif
1328 continue;
1329 }
1330 }
1331 } /* the new pickup model */
1279 } 1332 }
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 1333
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; 1334 return !stop;
1443} 1335}
1444 1336
1445/* 1337/*
1446 * Find an arrow in the inventory and after that 1338 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1339 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1340 * found object is returned.
1449 */ 1341 */
1342object *
1450object *find_arrow(object *op, const char *type) 1343find_arrow (object *op, const char *type)
1451{ 1344{
1452 object *tmp = NULL; 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1453 1348
1454 for(op=op->inv; op; op=op->below) 1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1351 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1352 {
1458 else if (op->type==ARROW && op->race==type) 1353 splay (tmp);
1354 return arrow;
1355 }
1356
1459 return op; 1357 return 0;
1460 return tmp;
1461} 1358}
1462 1359
1463/* 1360/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * 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 1362 * 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 1363 * 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. 1364 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1365 */
1469 1366object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1368{
1472 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1474 1371
1475 if (!type) 1372 if (!type)
1476 return NULL; 1373 return NULL;
1477 1374
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1375 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1376 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1378 {
1379 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1380 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1381 if (i > betterby)
1484 tmp = ntmp; 1382 {
1485 betterby = i; 1383 tmp = ntmp;
1486 } 1384 betterby = i;
1385 }
1386 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1387 else if (arrow->type == ARROW && arrow->race == type)
1388 {
1488 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1391 {
1491 if (arrow->attacktype & AT_DEATH) { 1392 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1393 {
1493 return arrow; 1394 *better = 100;
1494 } else { 1395 return arrow;
1495 tmp = arrow; 1396 }
1397 else
1398 {
1399 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1400 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1401 }
1498 } else { 1402 }
1403 else
1404 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1406 {
1500 attacktype = 1<<attacknum; 1407 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1409 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1410 {
1411 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1413 }
1506 } 1414 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1416 {
1417 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1418 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1419 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1421 {
1422 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1424 }
1425 }
1426 }
1515 } 1427 }
1516 } 1428
1517 }
1518 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1430 return find_arrow (op, type);
1520 1431
1521 *better = betterby; 1432 *better = betterby;
1522 return tmp; 1433 return tmp;
1523} 1434}
1524 1435
1525/* looks in a given direction, finds the first valid target, and calls 1436/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1438 * op = the shooter
1528 * type = bow->race 1439 * type = bow->race
1529 * dir = fire direction 1440 * dir = fire direction
1530 */ 1441 */
1531 1442object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1533{ 1444{
1534 object *tmp = NULL; 1445 object *tmp = NULL;
1535 mapstruct *m; 1446 maptile *m;
1536 int i, mflags, found, number; 1447 int i, mflags, found, number;
1537 sint16 x, y; 1448 sint16 x, y;
1538 1449
1539 if (op->map == NULL) 1450 if (op->map == NULL)
1540 return find_arrow(op, type); 1451 return find_arrow (op, type);
1541 1452
1542 /* do a dex check */ 1453 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1454 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))) 1455 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1456 return find_arrow (op, type);
1546 1457
1547 m = op->map; 1458 m = op->map;
1548 x = op->x; 1459 x = op->x;
1549 y = op->y; 1460 y = op->y;
1550 1461
1551 /* find the first target */ 1462 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1463 for (i = 0, found = 0; i < 20; i++)
1464 {
1553 x += freearr_x[dir]; 1465 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1466 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1467 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 {
1557 tmp = NULL; 1470 tmp = NULL;
1558 break; 1471 break;
1472 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1476 * perhaps a bad assumption.
1562 */ 1477 */
1563 tmp = NULL; 1478 tmp = NULL;
1564 break; 1479 break;
1565 } 1480 }
1566 if (mflags & P_IS_ALIVE) { 1481 if (mflags & P_IS_ALIVE)
1482 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1484 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1485 {
1570 break; 1486 found++;
1571 } 1487 break;
1488 }
1572 if (found) 1489 if (found)
1573 break; 1490 break;
1574 } 1491 }
1575 } 1492 }
1576 if (tmp == NULL) 1493 if (tmp == NULL)
1577 return find_arrow(op, type); 1494 return find_arrow (op, type);
1578 1495
1579 if (tmp->head) 1496 if (tmp->head)
1580 tmp = tmp->head; 1497 tmp = tmp->head;
1581 1498
1582 return find_better_arrow(op, tmp, type, &i); 1499 return find_better_arrow (op, tmp, type, &i);
1583} 1500}
1584 1501
1585/* 1502/*
1586 * Creature fires a bow - op can be monster or player. Returns 1503 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1504 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1507 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1508 * 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 1509 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1510 * player fire modes.
1594 */ 1511 */
1512int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1514{
1598 object *left, *bow; 1515 object *left, *bow;
1599 tag_t left_tag, tag; 1516 int mflags;
1600 int bowspeed, mflags; 1517 maptile *m;
1601 mapstruct *m;
1602 1518
1603 if (!dir) { 1519 if (!dir)
1520 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1522 return 0;
1523 }
1524
1525 if (op->contr)
1526 bow = op->current_weapon;
1527 else
1606 } 1528 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* 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. 1531 * don't need to switch back and forth between bows and weapons.
1613 */ 1532 */
1614 if(bow->type==BOW) 1533 if (bow->type == BOW)
1615 break; 1534 break;
1616 1535
1617 if (!bow) { 1536 if (!bow)
1537 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1539 return 0;
1620 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1621 } 1549 }
1550
1622 if( !bow->race || !bow->skill) { 1551 if (!bow->race || !bow->skill)
1552 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1554 return 0;
1625 } 1555 }
1626 1556
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) { 1557 if (arrow == NULL)
1558 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1560 {
1637 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 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 */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1564 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1643 return 0; 1567 return 0;
1644 } 1568 }
1645 } 1569 }
1570
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1572 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1573 return 0;
1649 } 1574
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1578 return 0;
1653 } 1579 }
1654 1580
1655 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1582 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1583 {
1584 arrow->destroy ();
1585 return 0;
1586 }
1661 1587
1662 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1589 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1590 if (!arrow)
1665 if (arrow == NULL) { 1591 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1593 return 0;
1668 return 0;
1669 } 1594 }
1670 set_owner(arrow, op); 1595
1671 if (arrow->skill) free_string(arrow->skill); 1596 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1597 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1598 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1599
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 */ 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1687 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1689 1606
1690 /* Note that this was different for monsters - they got their level 1607#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1692 */
1693 1609 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1698 /* update the speed */ 1624 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1625 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]) + 1626 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1627
1704 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1708 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1709 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
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; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1720 arrow->level = op->level; 1645 arrow->level = op->level;
1721 } 1646 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1723 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1652 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1653
1727 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1660
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1663
1735 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1665 move_arrow (arrow);
1737 1666
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; 1667 return 1;
1745} 1668}
1746 1669
1747/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1671 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1672 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1673 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1674 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1675 * hence the function name.
1753 */ 1676 */
1677int
1754int player_fire_bow(object *op, int dir) 1678player_fire_bow (object *op, int dir)
1755{ 1679{
1756 int ret=0, wcmod=0; 1680 int ret = 0, wcmod = 0;
1757 1681
1758 if (op->contr->bowtype == bow_bestarrow) { 1682 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1683 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1684 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); 1685 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1689 wcmod = -1;
1690
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1692 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1695 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)]); 1696 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)]); 1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1701 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); 1702 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); 1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1704 }
1776 } else { 1705 else
1706 {
1777 /* Simple case */ 1707 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1709 }
1710
1780 return ret; 1711 return ret;
1781} 1712}
1782
1783 1713
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1786 */ 1716 */
1717void
1787void fire_misc_object(object *op, int dir) 1718fire_misc_object (object *op, int dir)
1788{ 1719{
1789 object *item; 1720 object *item = op->contr->ranged_ob;
1790 1721
1791 if (!op->contr->ranges[range_misc]) { 1722 if (!item)
1723 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1725 return;
1794 } 1726 }
1795 1727
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1728 if (!item->inv)
1729 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1731 return;
1800 } 1732 }
1801 if (item->type == WAND) { 1733
1802 if(item->stats.food<=0) { 1734 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; 1735 return;
1806 } 1736
1737 if (item->type == WAND)
1738 {
1739 if (item->stats.food <= 0)
1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1744 return;
1745 }
1746 }
1807 } else if (item->type == ROD || item->type==HORN) { 1747 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1748 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1810 if (item->type== ROD) 1757 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1758 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)); 1759 else
1813 else 1760 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, 1761
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1762 return;
1817 } 1763 }
1818 } 1764 }
1819 1765
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1823 if (!(--item->stats.food)) { 1771 if (!(--item->stats.food))
1824 object *tmp; 1772 {
1825 if (item->arch) { 1773 object *tmp;
1774
1775 if (item->arch)
1776 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1828 item->speed = 0; 1779 item->set_speed (0);
1829 update_ob_speed(item); 1780 }
1830 } 1781
1831 if ((tmp=is_player_inv(item))) 1782 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1784 }
1834 } 1785 }
1835 else if (item->type == ROD || item->type==HORN) { 1786 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1787 drain_rod_charge (item);
1837 }
1838 } 1788 }
1839} 1789}
1840 1790
1841/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1842 */ 1792 */
1793bool
1843void fire(object *op,int dir) { 1794fire (object *op, int dir)
1795{
1844 int spellcost=0; 1796 int spellcost = 0;
1845 1797
1846 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1799 if (action_makes_visible (op))
1800 make_visible (op);
1848 1801
1849 switch(op->contr->shoottype) { 1802 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1803
1853 case range_bow: 1804 if (pl->golem)
1854 player_fire_bow(op, dir); 1805 {
1855 return; 1806 control_golem (op->contr->golem, dir);
1856 1807 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 } 1808 }
1872 else 1809
1873 control_golem(op->contr->ranges[range_golem], dir); 1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1874 return; 1813 return false;
1875 1814
1876 case range_skill: 1815 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; 1816 return false;
1884 case range_builder: 1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
1826 player_fire_bow (op, dir);
1827 break;
1828
1829 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 break;
1832
1833 case BUILDER:
1885 apply_map_builder( op, dir ); 1834 apply_map_builder (op, dir);
1886 return; 1835 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1893 1840
1841 default:
1842 fire_misc_object (op, dir);
1843 break;
1844 }
1845
1846 return true;
1847}
1894 1848
1895/* find_key 1849/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1850 * 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 1851 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1854 * pl is the player,
1901 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1904 */ 1858 */
1905 1859object *
1906object * find_key(object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1907{ 1861{
1908 object *tmp,*key; 1862 object *tmp, *key;
1909 1863
1910 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1865 if (!container->inv)
1866 return 0;
1912 1867
1913 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1916 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1918 */ 1875 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1877 break;
1921 } 1878 }
1879
1922 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1881 /* 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 1882 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1883 * a key, return
1926 */ 1884 */
1927 if (!tmp) { 1885 if (!tmp)
1886 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1929 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1890 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1891 {
1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1894 }
1895 }
1896
1897 if (!tmp)
1898 return NULL;
1932 } 1899 }
1933 } 1900
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1901 /* 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 1902 * see if we actually want to use it
1938 */ 1903 */
1939 if (pl!=container) { 1904 if (pl != container)
1905 {
1940 /* Only let players use keys in containers */ 1906 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1907 if (!pl->contr)
1908 return NULL;
1942 /* cases where this fails: 1909 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1910 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1911 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1912 * If the container is not active, return now since only active
1946 * containers can be used. 1913 * containers can be used.
1947 * If we only search keyrings and the container does not have 1914 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1915 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1916 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1917 * inv must have been an container and must have been active.
1951 * 1918 *
1952 * Change the color so that the message doesn't disappear with 1919 * Change the color so that the message doesn't disappear with
1953 * all the others. 1920 * all the others.
1954 */ 1921 */
1955 if (pl->contr->usekeys == key_inventory || 1922 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1925 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1927 "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; 1928 return NULL;
1964 } 1929 }
1965 } 1930 }
1931
1966 return tmp; 1932 return tmp;
1967} 1933}
1968 1934
1969/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1937 * such that the caller should not do anything more,
1972 * 0 otherwise 1938 * 0 otherwise
1973 */ 1939 */
1940static int
1974static int player_attack_door(object *op, object *door) 1941player_attack_door (object *op, object *door)
1975{ 1942{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* 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 - 1944 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1980 */ 1946 */
1981 object *key=find_key(op, op, door); 1947 object *key = find_key (op, op, door);
1982 1948
1983 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1984 if (key) { 1950 if (key)
1951 {
1985 object *container=key->env; 1952 object *container = key->env;
1986 1953
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1954 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1955 make_visible (op);
1956
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1958 spring_trap (door->inv, op);
1959
1990 if (door->type == DOOR) { 1960 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1962 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1963 {
1995 "You open the door with the %s", query_short_name(key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1966 }
1967
1998 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1970
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1972 }
2004 } else if (door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1974 {
2005 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1977 return 1;
2008 } 1978 }
1979
2009 return 0; 1980 return 0;
2010} 1981}
2011 1982
2012/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2017 */ 1988 */
2018 1989bool
2019void move_player_attack(object *op, int dir) 1990move_player_attack (object *op, int dir)
2020{ 1991{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1992 int on_battleground;
2024 mapstruct *m;
2025 1993
2026 nx=freearr_x[dir]+op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2028 1996
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1997 on_battleground = op_on_battleground (op, 0, 0);
2030 1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007
2031 /* If braced, or can't move to the square, and it is not out of the 2008 /* 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 2009 * 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 2010 * 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 2011 * 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 2012 * 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 2013 * 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 2014 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2015 * move_ob uses.
2039 */ 2016 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2017 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 2018
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2019 /* 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. 2020 * 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 2021 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2022 * on the space
2057 */ 2023 */
2058 while (tmp!=NULL) { 2024 object *mon;
2059 if (tmp == op) { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2026 {
2061 continue; 2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2062 } 2032 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2033
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 */ 2034 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2035 return false; /* into a wall */
2074 2036
2075 if(mon->head != NULL)
2076 mon = mon->head; 2037 mon = mon->head_ ();
2077 2038
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2045 }
2080 2046
2081 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2052 * and thus will not push them.
2087 */ 2053 */
2088 2054
2089 /* If the creature is a pet, push it even if the player is not 2055 /* 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 2056 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2092 */ 2058 */
2093 if ((op->type==PLAYER) 2059 if (op->type == PLAYER
2094#if COZY_SERVER 2060 && ((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)) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2062 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2064 {
2106 /* If we're braced, we don't want to switch places with it */ 2065 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2066 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2067 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->hide)
2077 make_visible (op);
2078
2079 return true;
2080 }
2081 else
2082 return false;
2083 }
2084
2114 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2088 * attack them either.
2118 */ 2089 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2092 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2097 {
2098 --op->speed_left;
2099
2100 if (!op->contr->braced)
2128 )) { 2101 {
2129 if (!op->contr->braced) { 2102 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2104 }
2132 } else { 2105 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2134 } 2113 }
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 2114 /* 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. 2115 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2116 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2120 {
2121 --op->speed_left;
2122
2142 recursive_roll(mon,dir,op); 2123 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2124 if (action_makes_visible (op))
2144 } 2125 make_visible (op);
2145 2126
2127 return true;
2128 }
2129 }
2146 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2131 * 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: 2132 * 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 2133 * 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. 2134 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2135 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2138 {
2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 {
2141 --op->contr->weapon_sp_left;
2156 2142
2157 /* If the player hasn't hit something this tick, and does 2143 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 2144
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2145 if (action_makes_visible (op))
2146 make_visible (op);
2147
2148 return true;
2149 }
2166 } 2150 }
2167 2151
2168 skill_attack(mon, op, 0, NULL, NULL); 2152 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} 2153}
2186 2154
2155bool
2187int move_player(object *op,int dir) { 2156move_player (object *op, int dir)
2157{
2188 int pick; 2158 int pick;
2189 2159
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 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; 2161 return 0;
2162
2163 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9))
2165 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0;
2168 }
2169
2170 /* peterm: added following line */
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173
2174 op->facing = dir;
2175
2176 if (op->hide)
2177 do_hidden_move (op);
2178
2179 bool retval;
2180
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on)
2184 retval = fire (op, dir);
2185 else
2186 {
2187 retval = move_player_attack (op, dir);
2188 pick = check_pick (op);
2189 }
2190
2191 /* Add special check for newcs players and fire on - this way, the
2192 * server can handle repeat firing.
2193 */
2194 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2195 op->direction = dir;
2196 else
2197 op->direction = 0;
2198
2199 /* Update how the player looks. Use the facing, so direction may
2200 * get reset to zero. This allows for full animation capabilities
2201 * for players.
2202 */
2203 animate_object (op, op->facing);
2204
2205 return retval;
2229} 2206}
2230 2207
2231/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2209 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2211 * the new speed values for commands.
2235 * 2212 *
2236 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2237 */ 2216 */
2217bool
2238int handle_newcs_player(object *op) 2218handle_newcs_player (object *op)
2239{ 2219{
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)) { 2220 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 } 2221 {
2222 if (op->speed_left > 0.f)
2223 {
2224 --op->speed_left;
2225 flee_player (op);
2264 2226
2265 /* I've been seeing crashes where the golem has been destroyed, but 2227 return true;
2266 * the player object still points to the defunct golem. The code that 2228 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2229 else
2268 * put this in a a workaround to clean up the golem pointer. 2230 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 } 2231 }
2276 2232
2277 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2235 * called, so we recheck it here.
2280 */ 2236 */
2281 HandleClient(&op->contr->socket, op->contr); 2237 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2238 return true;
2283 2239
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2240 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); 2241 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2242
2294 else return 0; 2243 return false;
2295 } 2244}
2245
2246int
2247save_life (object *op)
2248{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2250 return 0;
2297}
2298 2251
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) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2254 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2255 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2257
2311 if (op->contr) 2258 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2316 if(op->stats.hp<0) 2261 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2263
2318 if(op->stats.food<0) 2264 if (op->stats.food < 0)
2319 op->stats.food = 999; 2265 op->stats.food = 999;
2320 fix_player(op); 2266
2267 op->update_stats ();
2321 return 1; 2268 return 1;
2322 } 2269 }
2270
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2273 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2274 return 0;
2327} 2275}
2328 2276
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* 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 2278 * 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 2279 * function will descend into containers. op is the object to start the search
2332 * from. 2280 * from.
2333 */ 2281 */
2282static void
2334void remove_unpaid_objects(object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2335{ 2284{
2336 object *next;
2337
2338 while (op) { 2285 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2286 {
2340 * we remove object 'op' 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2288
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2290 op->insert_at (env);
2344 op->x = env->x; 2291 else if (op->inv)
2345 op->y = env->y; 2292 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 2293
2294 op = next;
2295 }
2296}
2297
2298void
2299object::drop_unpaid_items ()
2300{
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303}
2355 2304
2356/* 2305/*
2357 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2362 */ 2311 */
2312const char *
2363char *gravestone_text (object *op) 2313gravestone_text (object *op)
2364{ 2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2365 static char buf2[MAX_BUF]; 2333 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2334 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)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2389 strcat (buf2, buf); 2337 }
2338
2390 return buf2; 2339 return buf;
2391} 2340}
2392 2341
2393 2342void
2394
2395void do_some_living(object *op) { 2343do_some_living (object *op)
2344{
2396 int last_food=op->stats.food; 2345 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2346 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2347 int over_hp, over_sp, over_grace;
2399 int i; 2348 int i;
2400 int rate_hp = 1200; 2349 int rate_hp = 1200;
2401 int rate_sp = 2500; 2350 int rate_sp = 2500;
2402 int rate_grace = 2000; 2351 int rate_grace = 2000;
2403 const int max_hp = 1; 2352 const int max_hp = 1;
2404 const int max_sp = 1; 2353 const int max_sp = 1;
2405 const int max_grace = 1; 2354 const int max_grace = 1;
2406 2355
2407 if (op->contr->outputs_sync) { 2356 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2357 {
2409 if (op->contr->outputs[i].buf!=NULL && 2358 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2359 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2412 } 2365 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367 {
2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2373 }
2413 2374
2414 if(op->contr->state==ST_PLAYING) { 2375 if (op->contr->ns->state == ST_PLAYING)
2415 2376 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2378 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) 2379 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2381 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2382 {
2383 gen_hp = op->stats.maxhp;
2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2385 }
2386
2387 if (op->contr->gen_sp >= 0)
2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2389 else
2390 {
2391 gen_sp = op->stats.maxsp;
2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2393 }
2394
2395 if (op->contr->gen_grace >= 0)
2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2397 else
2398 {
2399 gen_grace = op->stats.maxgrace;
2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2401 }
2402
2403 /* Regenerate Grace */
2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2405 if (--op->last_grace < 0)
2406 {
2407 if (op->stats.grace < op->stats.maxgrace / 2)
2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2410 if (max_grace > 1)
2411 {
2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2413 if (over_grace > 0)
2414 {
2415 op->stats.sp += over_grace
2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2417 op->last_grace = 0;
2418 }
2419 else
2420 {
2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2423 }
2424 else
2425 {
2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2427 }
2428 /* wearing stuff doesn't detract from grace generation. */
2429 }
2430
2431 if (op->stats.food > 0)
2432 {
2433 /* Regenerate Spell Points */
2434 if (!op->contr->golem && --op->last_sp < 0)
2435 {
2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2437
2438 if (op->stats.sp < op->stats.maxsp)
2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2445 op->stats.food--;
2446
2447 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion;
2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450 op->stats.food = last_food;
2451 }
2452 }
2453
2454 if (max_sp > 1)
2455 {
2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2474 }
2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2483 {
2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 }
2510 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2512 }
2513 }
2514
2515 /* Digestion */
2516 if (--op->last_eat < 0)
2517 {
2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2520
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522
2534 /* dms do not consume food */ 2523 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2525 op->stats.food--;
2537 } 2526 }
2538 2527
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2529 {
2530 object *flesh = 0;
2541 2531
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2532 for_inv_removable (op, tmp)
2533 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2537 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."); 2538 {
2546 manual_apply(op,tmp,0); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0);
2542
2547 if(op->stats.food>=0||op->stats.hp<0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2544 break;
2549 } 2545 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2546 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2547 flesh = tmp;
2552 } /* end of for loop */ 2548 }
2549
2553 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2551 * eat flesh instead.
2555 */ 2552 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2553 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."); 2554 {
2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2557 manual_apply (op, flesh, 0);
2559 } 2558 }
2560 } /* end if player is starving */
2561 2559
2562 while(op->stats.food<0&&op->stats.hp>0) 2560 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2561 if (op->stats.food < 0)
2564 2562 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2564 }
2565
2566 if (op->stats.food < 0)
2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2570
2571 if (op->stats.hp < 0)
2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2577
2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2580 kill_player (op);
2581 }
2582}
2570 2583
2571/* If the player should die (lack of hp, food, etc), we call this. 2584/* 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 2585 * 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 2586 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2587 * file.
2575 */ 2588 */
2589void
2576void kill_player(object *op) 2590kill_player (object *op)
2577{ 2591{
2592 int x, y;
2578 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2594 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; 2595 int will_kill_again;
2587 archetype *at; 2596 archetype *at;
2588 object *tmp; 2597 object *tmp;
2589 2598
2590 if(save_life(op)) 2599 if (save_life (op))
2591 return; 2600 return;
2592 2601
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* 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. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2605 */
2598 if (op_on_battleground(op, &x, &y)) { 2606 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2607 {
2600 "You have been defeated in combat!"); 2608 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, 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2610
2603
2604 /* restore player */ 2611 /* restore player */
2605 at = find_archetype("poisoning"); 2612 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2614 {
2608 remove_ob(tmp); 2615 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2617 }
2612 2618
2613 at = find_archetype("confusion"); 2619 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2621 {
2616 remove_ob(tmp); 2622 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2624 }
2620 2625
2621 cure_disease(op,0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2628 if (op->stats.food <= 0)
2624 2629 op->stats.food = 999;
2630
2625 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2633 {
2634 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2642 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics";
2644 tmp->insert_at (op, tmp);
2628 { 2645 }
2629 sprintf(buf,"%s's finger",op->name); 2646
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*/ 2647 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2649 op->contr->braced = 0;
2645 return; 2650 return;
2646 } 2651 }
2647 2652
2648 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2649 2654
2650 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2651 2656
2652 if(op->stats.food<0) { 2657 op->contr->play_sound (sound_find ("player_dies"));
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 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2658
2673 /* save the map location for corpse, gravestone*/ 2659 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2675 2663
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2665 * 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. 2666 * See the config.h file for a little more in depth detail about this.
2681 */ 2667 */
2682 2668
2683 /* Basically two ways to go - remove a stat permanently, or just 2669 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2670 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2671 * of death.
2686 */ 2672 */
2687#ifndef COZY_SERVER 2673#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2674 if (settings.balanced_stat_loss)
2675 {
2689 /* If stat loss is permanent, lose one stat only. */ 2676 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2677 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2678 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2679 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2680 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2681 little bit harder. */
2695 /* GD */ 2682 /* GD */
2696 if (settings.stat_loss_on_death) 2683 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2684 num_stats_lose = 1;
2698 else 2685 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2687 }
2688 else
2701 num_stats_lose = 1; 2689 num_stats_lose = 1;
2702 } 2690
2703 lost_a_stat = 0; 2691 lost_a_stat = 0;
2704 2692
2705 for (z=0; z<num_stats_lose; z++) { 2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2706 i = RANDOM() % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2707 2696
2708 if (settings.stat_loss_on_death) { 2697 if (settings.stat_loss_on_death)
2698 {
2709 /* Pick a random stat and take a point off it. Tell the player 2699 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2700 * what he lost.
2711 */ 2701 */
2712 change_attr_value(&(op->stats), i,-1); 2702 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2703 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2705 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2707 lost_a_stat = 1;
2718 } else { 2708 }
2709 else
2710 {
2719 /* deplete a stat */ 2711 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2712 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2722 2717 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2718 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2719 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 2720 }
2756 if (lose_this_stat) { 2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
2723 {
2724 /* GD */
2725 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2726 this_stat = get_attr_value (&(dep->stats), i);
2727 if (this_stat < 0)
2728 {
2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2730 int keep_chance = this_stat * this_stat;
2731
2732 /* Yes, I am paranoid. Sue me. */
2733 if (keep_chance < 1)
2734 keep_chance = 1;
2735
2736 /* There is a maximum depletion total per level. */
2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2739 lose_this_stat = 0;
2740 /* Take loss chance vs keep chance to see if we
2741 retain the stat. */
2742 }
2743 else
2744 {
2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
2750 }
2751 }
2752 }
2753
2754 if (lose_this_stat)
2755 {
2756 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2757 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2758 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2759 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2760 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2761 * difference.
2763 */ 2762 */
2764 if (this_stat>=-50) { 2763 if (this_stat >= -50)
2764 {
2765 change_attr_value(&(dep->stats), i, -1); 2765 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2768 op->update_stats ();
2769 lost_a_stat = 1; 2769 lost_a_stat = 1;
2770 } 2770 }
2771 } 2771 }
2772 }
2772 } 2773 }
2773 } 2774
2774 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2776 if (!lost_a_stat)
2776 { 2777 {
2777 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2780 const char *god = determine_god (op);
2781
2780 if (god && (strcmp(god, "none"))) 2782 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2783 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" 2784 else
2783 " you.", god); 2785 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 } 2786 }
2787#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788#endif 2789#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 2790
2792 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2792 * exp loss on the stone.
2794 */ 2793 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2797 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; 2798 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2800
2809 /**************************************/ 2801 /**************************************/
2810 /* */ 2802 /* */
2811 /* Subtract the experience points, */ 2803 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2804 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2805 /* food, and reset HP's... */
2814 /* */ 2806 /* */
2815 /**************************************/ 2807 /**************************************/
2816 2808
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2809 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2810 /* restore player */
2819 at = find_archetype("poisoning"); 2811 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2812 tmp = present_arch_in_ob (at, op);
2813
2821 if (tmp) { 2814 if (tmp)
2822 remove_ob(tmp); 2815 {
2823 free_object(tmp); 2816 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2818 }
2826 2819
2827 at = find_archetype("confusion"); 2820 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2821 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2822 if (tmp)
2830 remove_ob(tmp); 2823 {
2831 free_object(tmp); 2824 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2826 }
2827
2834 cure_disease(op,0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2835 2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2843 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2839 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2851
2843 /* 2852 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2853 * 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 2854 * and put them back in the map.
2846 * in the map. 2855 */
2847 */ 2856 op->drop_unpaid_items ();
2848 2857
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 /****************************************/ 2858 /****************************************/
2858 /* */ 2859 /* */
2859 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2861 /* */ 2862 /* */
2862 /****************************************/ 2863 /****************************************/
2863 2864
2864 enter_player_savebed(op); 2865 enter_player_savebed (op);
2865 2866
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2867 op->contr->braced = 0;
2870 save_player(op,1);
2871 2868
2872 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2872 * on the space that might harm the player.
2876 */ 2873 */
2877 will_kill_again=0; 2874 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2876 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2877 will_kill_again |= tmp->attacktype;
2881 } 2878
2882 if (will_kill_again) { 2879 if (will_kill_again)
2880 {
2883 object *force; 2881 object *force;
2884 int at; 2882 int at;
2885 2883
2886 force=get_archetype(FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2886 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2887 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2889 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2891 force->resist[at] = 100;
2894 } 2892
2895 insert_ob_in_ob(force, op); 2893 insert_ob_in_ob (force, op);
2896 fix_player(op); 2894 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2895
2896 }
2897
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2898 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} 2899}
2972 2900
2973 2901void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2902loot_object (object *op)
2903{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2904 object *tmp, *tmp2, *next;
2976 2905
2977 if (op->container) { /* close open sack first */ 2906 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2907
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2908 for (tmp = op->inv; tmp; tmp = next)
2909 {
2982 next=tmp->below; 2910 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2911
2984 remove_ob(tmp); 2912 if (tmp->invisible)
2913 continue;
2914
2915 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2917
2987 loot_object(tmp); 2918 if (tmp->type == CONTAINER)
2988 } 2919 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2920
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 {
2991 if(tmp->nrof>1) { 2923 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2924 {
2993 free_object(tmp2); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 }
2928 else
2929 tmp->destroy ();
2930 }
2995 } else 2931 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2933 }
3000} 2934}
3001 2935
3002/* 2936/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2939 * was changed.
3006 */ 2940 */
3007 2941void
3008void fix_weight(void) { 2942fix_weight (void)
3009 player *pl; 2943{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2945 {
3012 if(old == sum) 2946 sint32 old = pl->ob->carrying;
3013 continue; 2947
3014 fix_player(pl->ob); 2948 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2949
3016 pl->ob->name, old, sum); 2950 if (old != pl->ob->carrying)
2951 {
2952 pl->ob->update_stats ();
2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
3017 } 2955 }
3018} 2956}
3019 2957
2958void
3020void fix_luck(void) { 2959fix_luck (void)
3021 player *pl; 2960{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2961 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2962 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2963 pl->ob->change_luck (0);
3025} 2964}
3026
3027 2965
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2967 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2968 * just treat this as any other spell casting object.
3031 */ 2969 */
3032
3033void 2970void
3034cast_dust (object * op, object * throw_ob, int dir) 2971cast_dust (object *op, object *throw_ob, int dir)
3035{ 2972{
3036 object *skop, *spob; 2973 object *skop, *spob;
3037 2974
3038 skop = find_skill_by_name (op, throw_ob->skill); 2975 skop = find_skill_by_name (op, throw_ob->skill);
3039 2976
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2977 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2979 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2980 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2981 return;
3046 } 2982 }
3047 2983
3048 spob = throw_ob->inv; 2984 spob = throw_ob->inv;
3049 2985
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2986 // 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 2987 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2988 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2989 if (!spob)
3054 { 2990 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2991 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; 2992 return;
3058 } 2993 }
3059 2994
3060 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2997
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2999
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3000 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3001}
3069 3002
3003void
3070void make_visible (object *op) { 3004make_visible (object *op)
3005{
3071 op->hide = 0; 3006 op->hide = 0;
3072 op->invisible = 0; 3007 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 3008
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) 3009 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3010 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3011 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3012 op->contr->invis_race = 0;
3013 }
3014
3015 update_object (op, UP_OBJ_CHANGE);
3016}
3017
3018int
3019is_true_undead (object *op)
3020{
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3023
3089 return 0; 3024 return 0;
3090} 3025}
3091 3026
3092/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3029 * indicate greater hideability.
3095 */ 3030 */
3096 3031int
3097int hideability(object *ob) { 3032hideability (object *ob)
3033{
3098 int i,level=0, mflag; 3034 int i, level = 0, mflag;
3099 sint16 x,y; 3035 sint16 x, y;
3100 3036
3101 if(!ob||!ob->map) return 0; 3037 if (!ob || !ob->map)
3038 return 0;
3102 3039
3103 /* so, on normal lighted maps, its hard to hide */ 3040 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3041 level = ob->map->darkness - 2;
3105 3042
3106 /* this also picks up whether the object is glowing. 3043 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3044 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3110 3048
3111 /* scan through all nearby squares for terrain to hide in */ 3049 /* 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]) { 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3053 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3059 level += 2;
3117 else /* open terrain! */ 3060 else /* open terrain! */
3118 level -= 1; 3061 level -= 1;
3119 } 3062 }
3120 3063
3121#if 0 3064#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3066#endif
3124 return level; 3067 return level;
3125} 3068}
3126 3069
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3074 */
3132 3075void
3133void do_hidden_move (object *op) { 3076do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3077{
3135 object *skop; 3078 int hide = 0;
3136 3079
3137 if(!op || !op->map) return; 3080 if (!op || !op->map)
3081 return;
3138 3082
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3140 3085
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3087 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3088 if (!skop || num >= skop->level)
3089 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3091 make_visible (op);
3146 return; 3092 return;
3147 } else num += 20;
3148 } 3093 }
3094 else
3095 num += 20;
3096
3149 num += op->map->difficulty; 3097 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3099 num -= hide;
3100
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 {
3153 make_visible(op); 3103 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3104
3155 "You moved out of hiding! You are visible!"); 3105 if (op->type == PLAYER)
3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3107 }
3157 else if (op->type == PLAYER && skop) { 3108 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3110}
3161 3111
3162/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3163 3113
3114int
3164int stand_near_hostile( object *who ) { 3115stand_near_hostile (object *who)
3116{
3165 object *tmp=NULL; 3117 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3118 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3119 maptile *m;
3168 sint16 x,y; 3120 sint16 x, y;
3169 3121
3170 if(!who) return 0; 3122 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; 3123 return 0;
3124
3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3130
3131 /* search adjacent squares */
3132 for (i = 1; i < 9; i++)
3133 {
3134 x = who->x + freearr_x[i];
3135 y = who->y + freearr_y[i];
3136 m = who->map;
3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3138 /* space must be blocked if there is a monster. If not
3139 * blocked, don't need to check this space.
3140 */
3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144 continue;
3145
3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149 return 1;
3150 else if (tmp->type == PLAYER)
3151 {
3152 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3154 return 1;
3155 }
3156 }
3157 }
3158 return 0;
3200} 3159}
3201 3160
3202/* check the player los field for viewability of the 3161/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3169 * 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. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3171 * -b.t.
3213 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3214 */ 3173 */
3215 3174int
3216int player_can_view (object *pl,object *op) { 3175player_can_view (object *pl, object *op)
3176{
3217 rv_vector rv; 3177 rv_vector rv;
3218 int dx,dy; 3178 int dx, dy;
3219 3179
3220 if(pl->type!=PLAYER) { 3180 if (pl->type != PLAYER)
3181 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3182 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; 3183 return -1;
3247 op = op->more;
3248 } 3184 }
3185
3186 if (!pl || !op)
3249 return 0; 3187 return 0;
3188
3189 op = op->head_ ();
3190
3191 get_rangevector (pl, op, &rv, 0x1);
3192
3193 /* starting with the 'head' part, lets loop
3194 * through the object and find if it has any
3195 * part that is in the los array but isn't on
3196 * a blocked los square.
3197 * we use the archetype to figure out offsets.
3198 */
3199 while (op)
3200 {
3201 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y;
3203
3204 /* only the viewable area the player sees is updated by LOS
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1;
3212
3213 op = op->more;
3214 }
3215
3216 return 0;
3250} 3217}
3251 3218
3252/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3221 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3222 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3223 * return 0.
3257 */ 3224 */
3225int
3258int action_makes_visible (object *op) { 3226action_makes_visible (object *op)
3259 3227{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3231 return 0;
3263 3232
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3265 3235
3266 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3240 return 1;
3270 } 3241 }
3271 } 3242 }
3243
3272 return 0; 3244 return 0;
3273} 3245}
3274 3246
3275/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3250 * -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 3251 * 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 3252 * 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 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3254 */
3255int
3283int op_on_battleground (object *op, int *x, int *y) { 3256op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3257{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3258 /* 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), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3269 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3273 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3275 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3277 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3279 {
3280 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3283 return 1;
3284 }
3285 }
3286 }
3287
3288 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3305 return 1; 3291 return 1;
3306 } 3292 }
3307 } 3293 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3294 }
3313 } 3295
3314 }
3315 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3316 return 0; 3297 return 0;
3317} 3298}
3318 3299
3319/* 3300/*
3323 * attributes: 3304 * attributes:
3324 * object *who the dragon player 3305 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3306 * int atnr the attack-number of the ability focus
3326 * int level ability level 3307 * int level ability level
3327 */ 3308 */
3309void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3310dragon_ability_gain (object *who, int atnr, int level)
3311{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3312 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3313 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3314 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3315 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3317 int i = 0, j = 0;
3335 3318
3336 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3328
3346 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3347 return; 3330 return;
3348 3331
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3333
3351 3334 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3335 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3337 return;
3355 } 3338 }
3356 3339
3357 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3341 item = tr->item;
3359 3342
3360 if (item->type == SPELL) { 3343 if (item->type == SPELL)
3344 {
3361 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3362 return; 3346 return;
3363 3347
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3348 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); 3349 do_learn_spell (who, item, 0);
3366 return; 3350 return;
3367 } 3351 }
3368 3352
3369 /* grant direct spell */ 3353 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3354 if (item->type == SPELLBOOK)
3355 {
3371 if (!item->inv) { 3356 if (!item->inv)
3357 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3358 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3359 return;
3375 } 3360 }
3376 if (check_spell_known (who, item->inv->name)) 3361 if (check_spell_known (who, item->inv->name))
3377 return; 3362 return;
3378 if (item->invisible) { 3363 if (item->invisible)
3364 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3365 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); 3366 do_learn_spell (who, item->inv, 0);
3381 return; 3367 return;
3382 } 3368 }
3383 } 3369 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3372 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3373 {
3386 3374
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3375 /* 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 3376 * 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, 3377 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3378 * but not all of them, he gets nothing.
3391 */ 3379 */
3392 if (!(skop->attacktype & item->attacktype)) { 3380 if (!(skop->attacktype & item->attacktype))
3381 {
3393 /* Give new attacktype */ 3382 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3383 skop->attacktype |= item->attacktype;
3395 3384
3396 /* always add physical if there's none */ 3385 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3386 skop->attacktype |= AT_PHYSICAL;
3398 3387
3399 if (item->msg != NULL) 3388 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3390
3402 /* Give player new face */ 3391 /* Give player new face */
3403 if (item->animation_id) { 3392 if (item->animation_id)
3393 {
3404 who->face = skop->face; 3394 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3395 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3396 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3397 who->last_anim = 0;
3408 who->state = 0; 3398 who->state = 0;
3409 animate_object(who, who->direction); 3399 animate_object (who, who->direction);
3410 } 3400 }
3401 }
3402 }
3411 } 3403 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3404 else if (item->type == FORCE)
3405 {
3415 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3407 object *skin;
3408
3417 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3411 ;
3420 if (skin == NULL) return; 3412
3421 3413 if (!skin)
3414 return;
3415
3422 /* adding new spellpath attunements */ 3416 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3420
3426 /* print message */ 3421 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3422 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3424 {
3430 if (j) 3425 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3426 {
3432 else 3427 if (j)
3433 j = 1; 3428 strcat (buf, " and ");
3429 else
3430 j = 1;
3434 strcat(buf, spellpathnames[i]); 3431 strcat (buf, spellpathnames[i]);
3435 } 3432 }
3436 } 3433 }
3437 strcat(buf,"."); 3434 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3436 }
3440 3437
3441 /* evtl. adding flags: */ 3438 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3440 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3442 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3445
3449 /* print message if there is one */ 3446 /* print message if there is one */
3450 if (item->msg != NULL) 3447 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 }
3450 else
3452 } 3451 {
3453 else {
3454 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3454 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); 3455 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3456 }
3461} 3457}
3462 3458
3463/** 3459/**
3464 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3461 * not readied.
3466 */ 3462 */
3463void
3467void player_unready_range_ob(player *pl, object *ob) { 3464player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3469 3468
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3469 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3470 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3471
3473 if (pl->shoottype == i) { 3472 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3473 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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