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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 1.205 by root, Thu Sep 25 04:09:57 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_skills ();
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 pl->contr->link_skills ();
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);
1000 esrv_send_inventory(op, op); 875 esrv_send_inventory (ob, ob);
1001 fix_player(op); 876 ob->update_stats ();
1002 877
1003 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1004 * is one for this race 879 * is one for this race
1005 */ 880 */
1006 if(*first_map_ext_path) { 881 if (*first_map_ext_path)
1007 object *tmp; 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 883 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"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 885}
1023 return 0;
1024 }
1025 886
887void
888player::chargen_race_next ()
889{
1026 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1028 */ 892 */
1029 893
1030 tmp_loop = 0; 894 do
1031 while(!tmp_loop) { 895 {
1032 const char *name = add_string (op->name); 896 shstr name = ob->name;
1033 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 898
1035 remove_ob (op); 899 ob->remove_statbonus ();
900 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1038 op->instantiate (); 903 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 905 ob->name = ob->name_pl = name;
1041 op->name = name; 906 ob->x = x;
1042 free_string(op->name_pl); 907 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 */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 910 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 911 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 } 912 }
913 while (!allowed_class (ob));
914
1055 update_object(op,UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 916 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 917 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 920 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} 921}
1066 922
1067int key_confirm_quit(object *op, char key) 923void
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) { 924flee_player (object *op)
925{
1113 int dir,diff; 926 int dir, diff;
1114 rv_vector rv; 927 rv_vector rv;
1115 928
1116 if(op->stats.hp < 0) { 929 if (op->stats.hp < 0)
930 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 933 return;
1120 } 934 }
1121 935
1122 if(op->enemy==NULL) { 936 if (op->enemy == NULL)
937 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 940 return;
1126 } 941 }
1127 942
1128 /* Seen some crashes here. Since we don't store an 943 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 944 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 945 * actual enemy, and the object is recycled.
1131 */ 946 */
1132 if (op->enemy->map == NULL) { 947 if (op->enemy->map == NULL)
948 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 950 op->enemy = NULL;
1135 return; 951 return;
1136 } 952 }
1137 953
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 {
1139 op->enemy=NULL; 956 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 958 return;
1142 } 959 }
960
1143 get_rangevector(op, op->enemy, &rv, 0); 961 get_rangevector (op, op->enemy, &rv, 0);
1144 962
1145 dir=absdir(4+rv.direction); 963 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 964 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 } 965 {
966 int m = 1 - (RANDOM () & 2);
967
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
969 return;
970 }
971
1153 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 974 op->enemy = NULL;
1156} 975}
1157
1158 976
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 977/* 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 978 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 979 * stop.
1162 */ 980 */
981int
1163int check_pick(object *op) { 982check_pick (object *op)
983{
1164 object *tmp, *next; 984 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 985 int stop = 0;
1167 int j, k, wvratio; 986 int wvratio;
1168 char putstring[128], tmpstr[16]; 987 char putstring[128];
1169
1170 988
1171 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1173 return 1; 991 return 1;
1174 992
1175 op_tag = op->count;
1176
1177 next = op->below; 993 next = op->below;
1178 if (next) 994
1179 next_tag = next->count; 995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 997
1181 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 999 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1000 while (next && !next->destroyed ())
1184 { 1001 {
1185 tmp = next; 1002 tmp = next;
1186 next = tmp->below; 1003 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1004
1190 if (was_destroyed (op, op_tag)) 1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1011 if (op->destroyed ())
1191 return 0; 1012 return 0;
1192 1013
1193 if ( ! can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1194 continue; 1015 continue;
1195 1016
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1018 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1200 continue; 1021 continue;
1201 } 1022 }
1202 1023
1203 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1025 if (!(op->contr->mode & PU_NEWMODE))
1026 {
1205 switch (op->contr->mode) { 1027 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1028 {
1207 case 1: pick_up (op, tmp); 1029 case 0:
1208 return 1; 1030 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1031 case 1:
1210 return 0; 1032 CHK_PICK_PICKUP;
1211 case 3: return 0; /* stop before pickup */ 1033 return 1;
1212 case 4: pick_up (op, tmp); 1034 case 2:
1213 break; 1035 CHK_PICK_PICKUP;
1214 case 5: pick_up (op, tmp); 1036 return 0;
1215 stop = 1; 1037 case 3:
1216 break; 1038 return 0; /* stop before pickup */
1217 case 6: 1039 case 4:
1040 CHK_PICK_PICKUP;
1041 break;
1042 case 5:
1043 CHK_PICK_PICKUP;
1044 stop = 1;
1045 break;
1046 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1049 CHK_PICK_PICKUP;
1221 break; 1050 break;
1222 1051
1223 case 7: 1052 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1054 CHK_PICK_PICKUP;
1226 break; 1055 break;
1227 1056
1228 default: 1057 default:
1229 /* use value density */ 1058 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1061 CHK_PICK_PICKUP;
1233 >= op->contr->mode) 1062 }
1234 pick_up(op,tmp); 1063 }
1235 } 1064 else
1236 } 1065 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1067 if (op->contr->mode & PU_DEBUG)
1240 { 1068 {
1241 /* some debugging code to figure out item information */ 1069 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1070 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1072 &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)))); 1073 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1075 &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)))); 1076
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 }
1251 1079
1252 sprintf(putstring,"...flags: "); 1080 /* philosophy:
1253 for(k=0;k<4;k++) 1081 * It's easy to grab an item type from a pile, as long as it's
1254 { 1082 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1083 * and selections, select-items should be used. This is a
1256 { 1084 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1085 * example.
1258 { 1086 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1087 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1088 * convert to decimal and then 'pickup <#>
1261 } 1089 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue;
1116
1117 /* ignore known cursed objects */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1119 continue;
1120
1121 /* all food and drink if desired */
1122 /* question: don't pick up known-poisonous stuff? */
1123 if (op->contr->mode & PU_FOOD)
1124 if (tmp->type == FOOD)
1125 {
1126 CHK_PICK_PICKUP;
1127 continue;
1128 }
1129
1130 if (op->contr->mode & PU_DRINK)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1132 {
1133 CHK_PICK_PICKUP;
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_POTION)
1138 if (tmp->type == POTION)
1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL)
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 {
1184 if (tmp->type == MONEY || tmp->type == GEM)
1185 {
1186 CHK_PICK_PICKUP;
1187 continue;
1188 }
1189 }
1190
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET)
1194 {
1195 CHK_PICK_PICKUP;
1196 continue;
1197 }
1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1204 continue;
1205 }
1206
1207 /* bows and arrows. Bows are good for selling! */
1208 if (op->contr->mode & PU_BOW)
1209 if (tmp->type == BOW)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_ARROW)
1216 if (tmp->type == ARROW)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* all kinds of armor etc. */
1223 if (op->contr->mode & PU_ARMOUR)
1224 if (tmp->type == ARMOUR)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_HELMET)
1231 if (tmp->type == HELMET)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_SHIELD)
1238 if (tmp->type == SHIELD)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_BOOTS)
1245 if (tmp->type == BOOTS)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_GLOVES)
1252 if (tmp->type == GLOVES)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_CLOAK)
1259 if (tmp->type == CLOAK)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 /* hoping to catch throwing daggers here */
1266 if (op->contr->mode & PU_MISSILEWEAPON)
1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 /* careful: chairs and tables are weapons! */
1274 if (op->contr->mode & PU_ALLWEAPON)
1275 {
1276 if (tmp->type == WEAPON && tmp->name != NULL)
1277 {
1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284 }
1285
1286 if (tmp->type == WEAPON && tmp->name == NULL)
1287 {
1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293 }
1294 }
1295
1296 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 {
1300 CHK_PICK_PICKUP;
1301 continue;
1302 }
1303
1304 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */
1306 if (op->contr->mode & PU_RATIO)
1307 {
1308 /* use value density to decide what else to grab */
1309 /* >=7 was >= op->contr->mode */
1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 {
1315 CHK_PICK_PICKUP;
1266#if 0 1316#if 0
1267 /* print the flags too */ 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1318 if (tmp->name != NULL)
1269 { 1319 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1320 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1321 }
1272 { 1322 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1325 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 1326#endif
1327 continue;
1328 }
1329 }
1330 } /* the new pickup model */
1279 } 1331 }
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 1332
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; 1333 return !stop;
1443} 1334}
1444 1335
1445/* 1336/*
1446 * Find an arrow in the inventory and after that 1337 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1338 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1339 * found object is returned.
1449 */ 1340 */
1341object *
1450object *find_arrow(object *op, const char *type) 1342find_arrow (object *op, const char *type)
1451{ 1343{
1452 object *tmp = NULL; 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1453 1347
1454 for(op=op->inv; op; op=op->below) 1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1350 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1351 {
1458 else if (op->type==ARROW && op->race==type) 1352 splay (tmp);
1353 return arrow;
1354 }
1355
1459 return op; 1356 return 0;
1460 return tmp;
1461} 1357}
1462 1358
1463/* 1359/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * 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 1361 * 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 1362 * 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. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1364 */
1469 1365object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1367{
1472 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1474 1370
1475 if (!type) 1371 if (!type)
1476 return NULL; 1372 return NULL;
1477 1373
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1374 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1375 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1377 {
1378 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1379 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1380 if (i > betterby)
1484 tmp = ntmp; 1381 {
1485 betterby = i; 1382 tmp = ntmp;
1486 } 1383 betterby = i;
1384 }
1385 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1386 else if (arrow->type == ARROW && arrow->race == type)
1387 {
1488 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1390 {
1491 if (arrow->attacktype & AT_DEATH) { 1391 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1392 {
1493 return arrow; 1393 *better = 100;
1494 } else { 1394 return arrow;
1495 tmp = arrow; 1395 }
1396 else
1397 {
1398 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1399 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1400 }
1498 } else { 1401 }
1402 else
1403 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1405 {
1500 attacktype = 1<<attacknum; 1406 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1409 {
1410 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1412 }
1506 } 1413 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1415 {
1416 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1417 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1418 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1420 {
1421 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1423 }
1424 }
1425 }
1515 } 1426 }
1516 } 1427
1517 }
1518 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1429 return find_arrow (op, type);
1520 1430
1521 *better = betterby; 1431 *better = betterby;
1522 return tmp; 1432 return tmp;
1523} 1433}
1524 1434
1525/* looks in a given direction, finds the first valid target, and calls 1435/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1437 * op = the shooter
1528 * type = bow->race 1438 * type = bow->race
1529 * dir = fire direction 1439 * dir = fire direction
1530 */ 1440 */
1531 1441object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1533{ 1443{
1534 object *tmp = NULL; 1444 object *tmp = NULL;
1535 mapstruct *m; 1445 maptile *m;
1536 int i, mflags, found, number; 1446 int i, mflags, found, number;
1537 sint16 x, y; 1447 sint16 x, y;
1538 1448
1539 if (op->map == NULL) 1449 if (op->map == NULL)
1540 return find_arrow(op, type); 1450 return find_arrow (op, type);
1541 1451
1542 /* do a dex check */ 1452 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1453 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))) 1454 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1455 return find_arrow (op, type);
1546 1456
1547 m = op->map; 1457 m = op->map;
1548 x = op->x; 1458 x = op->x;
1549 y = op->y; 1459 y = op->y;
1550 1460
1551 /* find the first target */ 1461 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1462 for (i = 0, found = 0; i < 20; i++)
1463 {
1553 x += freearr_x[dir]; 1464 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1465 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1466 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 {
1557 tmp = NULL; 1469 tmp = NULL;
1558 break; 1470 break;
1471 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1475 * perhaps a bad assumption.
1562 */ 1476 */
1563 tmp = NULL; 1477 tmp = NULL;
1564 break; 1478 break;
1565 } 1479 }
1566 if (mflags & P_IS_ALIVE) { 1480 if (mflags & P_IS_ALIVE)
1481 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1483 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1484 {
1570 break; 1485 found++;
1571 } 1486 break;
1487 }
1572 if (found) 1488 if (found)
1573 break; 1489 break;
1574 } 1490 }
1575 } 1491 }
1576 if (tmp == NULL) 1492 if (tmp == NULL)
1577 return find_arrow(op, type); 1493 return find_arrow (op, type);
1578 1494
1579 if (tmp->head) 1495 if (tmp->head)
1580 tmp = tmp->head; 1496 tmp = tmp->head;
1581 1497
1582 return find_better_arrow(op, tmp, type, &i); 1498 return find_better_arrow (op, tmp, type, &i);
1583} 1499}
1584 1500
1585/* 1501/*
1586 * Creature fires a bow - op can be monster or player. Returns 1502 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1503 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1506 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1507 * 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 1508 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1509 * player fire modes.
1594 */ 1510 */
1511int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1512fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1513{
1598 object *left, *bow; 1514 object *left, *bow;
1599 tag_t left_tag, tag; 1515 int mflags;
1600 int bowspeed, mflags; 1516 maptile *m;
1601 mapstruct *m;
1602 1517
1603 if (!dir) { 1518 if (!dir)
1519 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1521 return 0;
1522 }
1523
1524 if (op->contr)
1525 bow = op->current_weapon;
1526 else
1606 } 1527 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1529 /* 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. 1530 * don't need to switch back and forth between bows and weapons.
1613 */ 1531 */
1614 if(bow->type==BOW) 1532 if (bow->type == BOW)
1615 break; 1533 break;
1616 1534
1617 if (!bow) { 1535 if (!bow)
1536 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1538 return 0;
1620 } 1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1621 } 1548 }
1549
1622 if( !bow->race || !bow->skill) { 1550 if (!bow->race || !bow->skill)
1551 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1553 return 0;
1625 } 1554 }
1626 1555
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) { 1556 if (arrow == NULL)
1557 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1559 {
1637 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1561 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 */ 1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1563 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1643 return 0; 1566 return 0;
1644 } 1567 }
1645 } 1568 }
1569
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1571 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1572 return 0;
1649 } 1573
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1575 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1577 return 0;
1653 } 1578 }
1654 1579
1655 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1581 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1582 {
1583 arrow->destroy ();
1584 return 0;
1585 }
1661 1586
1662 left = arrow; /* these are arrows left to the player */ 1587 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1588 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1589 if (!arrow)
1665 if (arrow == NULL) { 1590 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1592 return 0;
1668 return 0;
1669 } 1593 }
1670 set_owner(arrow, op); 1594
1671 if (arrow->skill) free_string(arrow->skill); 1595 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1596 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1597 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1598
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 */ 1599 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1600 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1601 arrow->stats.grace = arrow->attacktype;
1602
1687 if (arrow->slaying != NULL) 1603 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1604 arrow->spellarg = strdup (arrow->slaying);
1689 1605
1690 /* Note that this was different for monsters - they got their level 1606#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1607 if (player *pl = op->contr)
1692 */
1693 1608 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1609 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1610
1611 /* penalize ROF for bestarrow */
1612 if (pl->bowtype == bow_bestarrow)
1613 speed *= .9f;
1614 else
1615 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1616
1617 op->speed_left += speed - op->speed;
1618 }
1619#endif
1620
1621 SET_ANIMATION (arrow, arrow->direction);
1622
1698 /* update the speed */ 1623 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1624 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]) + 1625 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1626
1704 if (arrow->speed < 1.0) 1627 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1628 arrow->speed_left = 0;
1708 1629
1630 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1631
1709 if (op->type == PLAYER) { 1632 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1633 {
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; 1634 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1635 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1636
1637 if (!arrow->slaying)
1638 arrow->slaying = op->slaying;
1639
1640 arrow->attacktype |= op->attacktype;
1641 }
1642 else
1643 {
1720 arrow->level = op->level; 1644 arrow->level = op->level;
1721 } 1645 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1646
1647 if (!arrow->slaying)
1648 arrow->slaying = bow->slaying;
1649
1723 arrow->attacktype |= bow->attacktype; 1650 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1651 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1652
1727 arrow->map = m; 1653 wc -= arrow->level;
1654 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1655
1656 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1657 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1658 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1659
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1660 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1661 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1662
1735 if (!was_destroyed(arrow, tag)) 1663 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1664 move_arrow (arrow);
1737 1665
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; 1666 return 1;
1745} 1667}
1746 1668
1747/* Special fire code for players - this takes into 1669/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1670 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1671 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1672 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1673 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1674 * hence the function name.
1753 */ 1675 */
1676int
1754int player_fire_bow(object *op, int dir) 1677player_fire_bow (object *op, int dir)
1755{ 1678{
1756 int ret=0, wcmod=0; 1679 int ret = 0, wcmod = 0;
1757 1680
1758 if (op->contr->bowtype == bow_bestarrow) { 1681 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1682 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1683 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); 1684 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1685 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1686 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1687 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1688 wcmod = -1;
1689
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1690 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1691 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1692 else if (op->contr->bowtype == bow_threewide)
1693 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1694 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)]); 1695 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)]); 1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1697 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1698 else if (op->contr->bowtype == bow_spreadshot)
1699 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1700 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); 1701 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); 1702 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1703 }
1776 } else { 1704 else
1705 {
1777 /* Simple case */ 1706 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1707 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1708 }
1709
1780 return ret; 1710 return ret;
1781} 1711}
1782
1783 1712
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1713/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1714 * Broken apart from 'fire' to keep it more readable.
1786 */ 1715 */
1716void
1787void fire_misc_object(object *op, int dir) 1717fire_misc_object (object *op, int dir)
1788{ 1718{
1789 object *item; 1719 object *item = op->contr->ranged_ob;
1790 1720
1791 if (!op->contr->ranges[range_misc]) { 1721 if (!item)
1722 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1723 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1724 return;
1794 } 1725 }
1795 1726
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1727 if (!item->inv)
1728 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1729 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1730 return;
1800 } 1731 }
1801 if (item->type == WAND) { 1732
1802 if(item->stats.food<=0) { 1733 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; 1734 return;
1806 } 1735
1736 if (item->type == WAND)
1737 {
1738 if (item->stats.food <= 0)
1739 {
1740 op->contr->play_sound (sound_find ("wand_poof"));
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1742
1743 return;
1744 }
1745 }
1807 } else if (item->type == ROD || item->type==HORN) { 1746 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1747 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1748 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1749
1750 // using the maximum of the rods charge allows at least one spell cast
1751 // for a rod or horn, this fixes some broken rods.
1752 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1753 {
1754 op->contr->play_sound (sound_find ("wand_poof"));
1755
1810 if (item->type== ROD) 1756 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1757 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)); 1758 else
1813 else 1759 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, 1760
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1761 return;
1817 } 1762 }
1818 } 1763 }
1819 1764
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1765 if (cast_spell (op, item, dir, item->inv, NULL))
1766 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1767 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1768 if (item->type == WAND)
1769 {
1823 if (!(--item->stats.food)) { 1770 if (!(--item->stats.food))
1824 object *tmp; 1771 {
1825 if (item->arch) { 1772 object *tmp;
1773
1774 if (item->arch)
1775 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1776 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1777 item->face = item->arch->face;
1828 item->speed = 0; 1778 item->set_speed (0);
1829 update_ob_speed(item); 1779 }
1830 } 1780
1831 if ((tmp=is_player_inv(item))) 1781 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1782 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1783 }
1834 } 1784 }
1835 else if (item->type == ROD || item->type==HORN) { 1785 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1786 drain_rod_charge (item);
1837 }
1838 } 1787 }
1839} 1788}
1840 1789
1841/* Received a fire command for the player - go and do it. 1790/* Received a fire command for the player - go and do it.
1842 */ 1791 */
1792bool
1843void fire(object *op,int dir) { 1793fire (object *op, int dir)
1794{
1844 int spellcost=0; 1795 int spellcost = 0;
1845 1796
1846 /* check for loss of invisiblity/hide */ 1797 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1798 if (action_makes_visible (op))
1799 make_visible (op);
1848 1800
1849 switch(op->contr->shoottype) { 1801 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1802
1853 case range_bow: 1803 if (pl->golem)
1854 player_fire_bow(op, dir); 1804 {
1855 return; 1805 control_golem (op->contr->golem, dir);
1856 1806 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 } 1807 }
1872 else 1808
1873 control_golem(op->contr->ranges[range_golem], dir); 1809 object *ob = pl->ranged_ob;
1810
1811 if (!ob)
1874 return; 1812 return false;
1875 1813
1876 case range_skill: 1814 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; 1815 return false;
1884 case range_builder: 1816
1817 if (op->speed_left > 0.f)
1818 --op->speed_left;
1819 else
1820 return false;
1821
1822 switch (ob->type)
1823 {
1824 case BOW:
1825 player_fire_bow (op, dir);
1826 break;
1827
1828 case SPELL:
1829 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 break;
1831
1832 case BUILDER:
1885 apply_map_builder( op, dir ); 1833 apply_map_builder (op, dir);
1886 return; 1834 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1835
1836 case SKILL:
1837 do_skill (op, op, ob, dir, 0);
1838 break;
1893 1839
1840 default:
1841 fire_misc_object (op, dir);
1842 break;
1843 }
1844
1845 return true;
1846}
1894 1847
1895/* find_key 1848/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1849 * 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 1850 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1851 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1853 * pl is the player,
1901 * inv is the objects inventory to searched 1854 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1855 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1856 * This function can be called recursively to search containers.
1904 */ 1857 */
1905 1858object *
1906object * find_key(object *pl, object *container, object *door) 1859find_key (object *pl, object *container, object *door)
1907{ 1860{
1908 object *tmp,*key; 1861 object *tmp, *key;
1909 1862
1910 /* Should not happen, but sanity checking is never bad */ 1863 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1864 if (!container->inv)
1865 return 0;
1912 1866
1913 /* First, lets try to find a key in the top level inventory */ 1867 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1868 for (tmp = container->inv; tmp; tmp = tmp->below)
1869 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1870 if (door->type == DOOR && tmp->type == KEY)
1871 break;
1916 /* For sanity, we should really check door type, but other stuff 1872 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1873 * (like containers) can be locked with special keys
1918 */ 1874 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1875 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1876 break;
1921 } 1877 }
1878
1922 /* No key found - lets search inventories now */ 1879 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1880 /* 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 1881 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1882 * a key, return
1926 */ 1883 */
1927 if (!tmp) { 1884 if (!tmp)
1885 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1886 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 {
1929 /* No reason to search empty containers */ 1888 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1889 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1890 {
1891 if ((key = find_key (pl, tmp, door)))
1892 return key;
1893 }
1894 }
1895
1896 if (!tmp)
1897 return NULL;
1932 } 1898 }
1933 } 1899
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1900 /* 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 1901 * see if we actually want to use it
1938 */ 1902 */
1939 if (pl!=container) { 1903 if (pl != container)
1904 {
1940 /* Only let players use keys in containers */ 1905 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1906 if (!pl->contr)
1907 return NULL;
1942 /* cases where this fails: 1908 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1909 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1910 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1911 * If the container is not active, return now since only active
1946 * containers can be used. 1912 * containers can be used.
1947 * If we only search keyrings and the container does not have 1913 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1914 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1915 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1916 * inv must have been an container and must have been active.
1951 * 1917 *
1952 * Change the color so that the message doesn't disappear with 1918 * Change the color so that the message doesn't disappear with
1953 * all the others. 1919 * all the others.
1954 */ 1920 */
1955 if (pl->contr->usekeys == key_inventory || 1921 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1922 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1923 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1924 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1925 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1926 "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; 1927 return NULL;
1964 } 1928 }
1965 } 1929 }
1930
1966 return tmp; 1931 return tmp;
1967} 1932}
1968 1933
1969/* moved door processing out of move_player_attack. 1934/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1935 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1936 * such that the caller should not do anything more,
1972 * 0 otherwise 1937 * 0 otherwise
1973 */ 1938 */
1939static int
1974static int player_attack_door(object *op, object *door) 1940player_attack_door (object *op, object *door)
1975{ 1941{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1942 /* 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 - 1943 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1944 * otherwise, we fall through to the rest of the code.
1980 */ 1945 */
1981 object *key=find_key(op, op, door); 1946 object *key = find_key (op, op, door);
1982 1947
1983 /* IF we found a key, do some extra work */ 1948 /* If we found a key, do some extra work */
1984 if (key) { 1949 if (key)
1950 {
1985 object *container=key->env; 1951 object *container = key->env;
1986 1952
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1953 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1954 make_visible (op);
1955
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1956 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1957 spring_trap (door->inv, op);
1958
1990 if (door->type == DOOR) { 1959 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1960 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1961 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1962 {
1995 "You open the door with the %s", query_short_name(key)); 1963 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1964 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1965 }
1966
1998 /* Do this after we print the message */ 1967 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1968 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1969
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1970 return 1; /* Nothing more to do below */
1971 }
2004 } else if (door->type==LOCKED_DOOR) { 1972 else if (door->type == LOCKED_DOOR)
1973 {
2005 /* Might as well return now - no other way to open this */ 1974 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1975 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1976 return 1;
2008 } 1977 }
1978
2009 return 0; 1979 return 0;
2010} 1980}
2011 1981
2012/* This function is just part of a breakup from move_player. 1982/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1983 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1984 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1985 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1986 * going to try and move (not fire weapons).
2017 */ 1987 */
2018 1988bool
2019void move_player_attack(object *op, int dir) 1989move_player_attack (object *op, int dir)
2020{ 1990{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1991 int on_battleground;
2024 mapstruct *m;
2025 1992
2026 nx=freearr_x[dir]+op->x; 1993 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1994 sint16 ny = freearr_y[dir] + op->y;
2028 1995
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1996 on_battleground = op_on_battleground (op, 0, 0);
2030 1997
1998 if (out_of_map (op->map, nx, ny))
1999 return false;
2000
2001 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2002 {
2003 --op->speed_left;
2004 return true;
2005 }
2006
2031 /* If braced, or can't move to the square, and it is not out of the 2007 /* 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 2008 * 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 2009 * 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 2010 * 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 2011 * 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 2012 * 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 2013 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2014 * move_ob uses.
2039 */ 2015 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2016 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 2017
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2018 /* 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. 2019 * 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 2020 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2021 * on the space
2057 */ 2022 */
2058 while (tmp!=NULL) { 2023 object *mon;
2059 if (tmp == op) { 2024 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2025 {
2061 continue; 2026 if ((mon->flag [FLAG_ALIVE]
2027 || mon->type == LOCKED_DOOR
2028 || mon->flag [FLAG_CAN_ROLL])
2029 && mon != op)
2030 break;
2062 } 2031 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2032
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 */ 2033 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2034 return false; /* into a wall */
2074 2035
2075 if(mon->head != NULL)
2076 mon = mon->head; 2036 mon = mon->head_ ();
2077 2037
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2038 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2039 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2040 if (player_attack_door (op, mon))
2041 {
2042 --op->contr->weapon_sp_left;
2043 return true;
2044 }
2080 2045
2081 /* The following deals with possibly attacking peaceful 2046 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2047 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2048 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2049 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2050 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2051 * and thus will not push them.
2087 */ 2052 */
2088 2053
2089 /* If the creature is a pet, push it even if the player is not 2054 /* 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 2055 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2056 * player owns it and it is either friendly or unagressive.
2092 */ 2057 */
2093 if ((op->type==PLAYER) 2058 if (op->type == PLAYER
2094#if COZY_SERVER 2059 && ((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)) 2060 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2061 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2062 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2063 {
2106 /* If we're braced, we don't want to switch places with it */ 2064 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2065 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2066 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2067
2068 if (op->speed_left > 0.f)
2069 {
2070 --op->speed_left;
2071
2072 op->play_sound (sound_find ("push_player"));
2073 push_ob (mon, dir, op);
2074
2075 if (op->contr->tmp_invis || op->hide)
2076 make_visible (op);
2077
2078 return true;
2079 }
2080 else
2081 return false;
2082 }
2083
2114 /* in certain circumstances, you shouldn't attack friendly 2084 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2085 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2086 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2087 * attack them either.
2118 */ 2088 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2089 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2090 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2091 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2092 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2093 && !on_battleground))
2094 {
2095 if (op->speed_left > 0.f)
2096 {
2097 --op->speed_left;
2098
2099 if (!op->contr->braced)
2128 )) { 2100 {
2129 if (!op->contr->braced) { 2101 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2103 }
2132 } else { 2104 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2105 op->statusmsg ("You withhold your attack");
2106
2107 if (op->contr->tmp_invis || op->hide)
2108 make_visible (op);
2109
2110 return true;
2111 }
2134 } 2112 }
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 2113 /* 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. 2114 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2115 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2116 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2117 {
2118 if (op->speed_left > 0.f)
2119 {
2120 --op->speed_left;
2121
2142 recursive_roll(mon,dir,op); 2122 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2123 if (action_makes_visible (op))
2144 } 2124 make_visible (op);
2145 2125
2126 return true;
2127 }
2128 }
2146 /* Any generic living creature. Including things like doors. 2129 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2130 * 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: 2131 * 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 2132 * 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. 2133 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2134 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2135 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2136 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2137 {
2138 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2139 {
2140 --op->contr->weapon_sp_left;
2156 2141
2157 /* If the player hasn't hit something this tick, and does 2142 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 2143
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2144 if (action_makes_visible (op))
2145 make_visible (op);
2146
2147 return true;
2148 }
2166 } 2149 }
2167 2150
2168 skill_attack(mon, op, 0, NULL, NULL); 2151 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} 2152}
2186 2153
2154bool
2187int move_player(object *op,int dir) { 2155move_player (object *op, int dir)
2156{
2188 int pick; 2157 int pick;
2189 2158
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2159 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; 2160 return 0;
2161
2162 /* Sanity check: make sure dir is valid */
2163 if ((dir < 0) || (dir >= 9))
2164 {
2165 LOG (llevError, "move_player: invalid direction %d\n", dir);
2166 return 0;
2167 }
2168
2169 /* peterm: added following line */
2170 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2171 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2172
2173 op->facing = dir;
2174
2175 if (op->hide)
2176 do_hidden_move (op);
2177
2178 bool retval;
2179
2180 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2181 retval = RESULT_INT (0);
2182 else if (op->contr->fire_on)
2183 retval = fire (op, dir);
2184 else
2185 {
2186 retval = move_player_attack (op, dir);
2187 pick = check_pick (op);
2188 }
2189
2190 /* Add special check for newcs players and fire on - this way, the
2191 * server can handle repeat firing.
2192 */
2193 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2194 op->direction = dir;
2195 else
2196 op->direction = 0;
2197
2198 /* Update how the player looks. Use the facing, so direction may
2199 * get reset to zero. This allows for full animation capabilities
2200 * for players.
2201 */
2202 animate_object (op, op->facing);
2203
2204 return retval;
2229} 2205}
2230 2206
2231/* This is similar to handle_player, below, but is only used by the 2207/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2208 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2209 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2210 * the new speed values for commands.
2235 * 2211 *
2236 * Returns true if there are more actions we can do. 2212 * Returns true if there are more actions we can do. Should not do
2213 * many actions in a row, as that would be too unfair to other
2214 * players.
2237 */ 2215 */
2216bool
2238int handle_newcs_player(object *op) 2217handle_newcs_player (object *op)
2239{ 2218{
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)) { 2219 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 } 2220 {
2221 if (op->speed_left > 0.f)
2222 {
2223 --op->speed_left;
2224 flee_player (op);
2264 2225
2265 /* I've been seeing crashes where the golem has been destroyed, but 2226 return true;
2266 * the player object still points to the defunct golem. The code that 2227 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2228 else
2268 * put this in a a workaround to clean up the golem pointer. 2229 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 } 2230 }
2276 2231
2277 /* call this here - we also will call this in do_ericserver, but 2232 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2233 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2234 * called, so we recheck it here.
2280 */ 2235 */
2281 HandleClient(&op->contr->socket, op->contr); 2236 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2237 return true;
2283 2238
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2239 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); 2240 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2241
2294 else return 0; 2242 return false;
2295 } 2243}
2244
2245int
2246save_life (object *op)
2247{
2248 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2249 return 0;
2297}
2298 2250
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) 2251 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2252 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2254 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2255 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2256
2311 if (op->contr) 2257 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2258 CLEAR_FLAG (op, FLAG_LIFESAVE);
2259
2316 if(op->stats.hp<0) 2260 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2261 op->stats.hp = op->stats.maxhp;
2262
2318 if(op->stats.food<0) 2263 if (op->stats.food < 0)
2319 op->stats.food = 999; 2264 op->stats.food = 999;
2320 fix_player(op); 2265
2266 op->update_stats ();
2321 return 1; 2267 return 1;
2322 } 2268 }
2269
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2270 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2272 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2273 return 0;
2327} 2274}
2328 2275
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2276/* 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 2277 * 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 2278 * function will descend into containers. op is the object to start the search
2332 * from. 2279 * from.
2333 */ 2280 */
2281static void
2334void remove_unpaid_objects(object *op, object *env) 2282drop_unpaid_items (object *op, object *env)
2335{ 2283{
2336 object *next;
2337
2338 while (op) { 2284 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2285 {
2340 * we remove object 'op' 2286 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2287
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2288 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2289 op->insert_at (env);
2344 op->x = env->x; 2290 else if (op->inv)
2345 op->y = env->y; 2291 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 2292
2293 op = next;
2294 }
2295}
2296
2297void
2298object::drop_unpaid_items ()
2299{
2300 if (!flag [FLAG_REMOVED])
2301 ::drop_unpaid_items (inv, this);
2302}
2355 2303
2356/* 2304/*
2357 * Returns pointer a static string containing gravestone text 2305 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2306 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2307 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2308 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2309 * but there isn't one in the server directory.
2362 */ 2310 */
2311const char *
2363char *gravestone_text (object *op) 2312gravestone_text (object *op)
2364{ 2313{
2314 static dynbuf_text buf;
2315
2316 buf << "---- R.I.P. ----\n\n"
2317 << op->name;
2318
2319 if (op->type == PLAYER)
2320 buf << " the " << op->contr->title;
2321
2322 buf << "\n\n";
2323
2324 buf << "who was level ";
2325 buf << (sint32)op->level << "\n\n" // OO breakdown
2326 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2327
2328 if (op->type == PLAYER)
2329 buf << "by " << op->contr->killer_name () << ".\n\n";
2330
2331 {
2365 static char buf2[MAX_BUF]; 2332 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2333 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)); 2334 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2335 buf << buf2;
2389 strcat (buf2, buf); 2336 }
2337
2390 return buf2; 2338 return buf;
2391} 2339}
2392 2340
2393 2341void
2394
2395void do_some_living(object *op) { 2342do_some_living (object *op)
2343{
2396 int last_food=op->stats.food; 2344 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2345 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2346 int over_hp, over_sp, over_grace;
2399 int i; 2347 int i;
2400 int rate_hp = 1200; 2348 int rate_hp = 1200;
2401 int rate_sp = 2500; 2349 int rate_sp = 2500;
2402 int rate_grace = 2000; 2350 int rate_grace = 2000;
2403 const int max_hp = 1; 2351 const int max_hp = 1;
2404 const int max_sp = 1; 2352 const int max_sp = 1;
2405 const int max_grace = 1; 2353 const int max_grace = 1;
2406 2354
2407 if (op->contr->outputs_sync) { 2355 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2356 {
2409 if (op->contr->outputs[i].buf!=NULL && 2357 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2358 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2359 * depending on the value of invisible, so we need to
2360 * alternate it here for it to work correctly.
2361 */
2362 if (pticks & 2)
2363 op->invisible--;
2412 } 2364 }
2365 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2366 {
2367 if (!op->invisible--)
2368 {
2369 make_visible (op);
2370 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2371 }
2372 }
2413 2373
2414 if(op->contr->state==ST_PLAYING) { 2374 if (op->contr->ns->state == ST_PLAYING)
2415 2375 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2376 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2377 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) 2378 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2379 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2380 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2381 {
2382 gen_hp = op->stats.maxhp;
2383 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2384 }
2385
2386 if (op->contr->gen_sp >= 0)
2387 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2388 else
2389 {
2390 gen_sp = op->stats.maxsp;
2391 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2392 }
2393
2394 if (op->contr->gen_grace >= 0)
2395 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2396 else
2397 {
2398 gen_grace = op->stats.maxgrace;
2399 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2400 }
2401
2402 /* Regenerate Grace */
2403 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2404 if (--op->last_grace < 0)
2405 {
2406 if (op->stats.grace < op->stats.maxgrace / 2)
2407 op->stats.grace++; /* no penalty in food for regaining grace */
2408
2409 if (max_grace > 1)
2410 {
2411 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2412 if (over_grace > 0)
2413 {
2414 op->stats.sp += over_grace
2415 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2416 op->last_grace = 0;
2417 }
2418 else
2419 {
2420 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2421 }
2422 }
2423 else
2424 {
2425 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2426 }
2427 /* wearing stuff doesn't detract from grace generation. */
2428 }
2429
2430 if (op->stats.food > 0)
2431 {
2432 /* Regenerate Spell Points */
2433 if (!op->contr->golem && --op->last_sp < 0)
2434 {
2435 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2436
2437 if (op->stats.sp < op->stats.maxsp)
2438 {
2439 op->stats.sp++;
2440
2441 /* dms do not consume food */
2442 if (!QUERY_FLAG (op, FLAG_WIZ))
2443 {
2444 op->stats.food--;
2445
2446 if (op->contr->digestion < 0)
2447 op->stats.food += op->contr->digestion;
2448 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food = last_food;
2450 }
2451 }
2452
2453 if (max_sp > 1)
2454 {
2455 over_sp = (gen_sp + 10) / rate_sp;
2456 if (over_sp > 0)
2457 {
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2461
2462 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2463 op->stats.sp--;
2464
2465 if (op->stats.sp > op->stats.maxsp)
2466 op->stats.sp = op->stats.maxsp;
2467 }
2468
2469 op->last_sp = 0;
2470 }
2471 else
2472 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2473 }
2474 else
2475 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if (--op->last_heal < 0)
2480 {
2481 if (op->stats.hp < op->stats.maxhp)
2482 {
2483 op->stats.hp++;
2484
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_hp > 1)
2498 {
2499 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2500
2501 if (over_hp > 0)
2502 {
2503 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2504 op->last_heal = 0;
2505 }
2506 else
2507 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2508 }
2509 else
2510 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2511 }
2512 }
2513
2514 /* Digestion */
2515 if (--op->last_eat < 0)
2516 {
2517 int bonus = max (0, op->contr->digestion),
2518 penalty = max (0, -op->contr->digestion);
2519
2520 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2521
2534 /* dms do not consume food */ 2522 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2524 op->stats.food--;
2537 } 2525 }
2538 2526
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2527 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2528 {
2529 object *flesh = 0;
2541 2530
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2531 for_inv_removable (op, tmp)
2532 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2533 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2534 continue;
2535
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2536 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."); 2537 {
2546 manual_apply(op,tmp,0); 2538 op->statusmsg ("You blindly grab for a bite of food. "
2539 "H<To prevent you from starving, you ate some random item from your backpack.>");
2540 manual_apply (op, tmp, 0);
2541
2547 if(op->stats.food>=0||op->stats.hp<0) 2542 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2543 break;
2549 } 2544 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2545 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2546 flesh = tmp;
2552 } /* end of for loop */ 2547 }
2548
2553 /* If player is still starving, it means they don't have any food, so 2549 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2550 * eat flesh instead.
2555 */ 2551 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2552 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."); 2553 {
2554 op->statusmsg ("You blindly grab for a bite of food. "
2555 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2556 manual_apply (op, flesh, 0);
2559 } 2557 }
2560 } /* end if player is starving */
2561 2558
2562 while(op->stats.food<0&&op->stats.hp>0) 2559 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2560 if (op->stats.food < 0)
2564 2561 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2562 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2563 }
2564
2565 if (op->stats.food < 0)
2566 {
2567 op->stats.hp += op->stats.food;
2568 op->stats.food = 0;
2569
2570 if (op->stats.hp < 0)
2571 {
2572 op->contr->killer = archetype::get ("killer_starvation");
2573 op->contr->killer->destroy ();
2574 }
2575 }
2576
2577 /* killer should be set here already */
2578 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2579 kill_player (op);
2580 }
2581}
2570 2582
2571/* If the player should die (lack of hp, food, etc), we call this. 2583/* 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 2584 * 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 2585 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2586 * file.
2575 */ 2587 */
2588void
2576void kill_player(object *op) 2589kill_player (object *op)
2577{ 2590{
2591 int x, y;
2578 char buf[MAX_BUF]; 2592 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2593 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; 2594 int will_kill_again;
2587 archetype *at; 2595 archetype *at;
2588 object *tmp; 2596 object *tmp;
2589 2597
2590 if(save_life(op)) 2598 if (save_life (op))
2591 return; 2599 return;
2592 2600
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2601 /* 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. 2602 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2603 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2604 */
2598 if (op_on_battleground(op, &x, &y)) { 2605 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2606 {
2600 "You have been defeated in combat!"); 2607 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, 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2609
2603
2604 /* restore player */ 2610 /* restore player */
2605 at = find_archetype("poisoning"); 2611 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2612 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2613 {
2608 remove_ob(tmp); 2614 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2615 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2616 }
2612 2617
2613 at = find_archetype("confusion"); 2618 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2619 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2620 {
2616 remove_ob(tmp); 2621 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2622 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2623 }
2620 2624
2621 cure_disease(op,0); /* remove any disease */ 2625 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2626 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2627 if (op->stats.food <= 0)
2624 2628 op->stats.food = 999;
2629
2625 /* create a bodypart-trophy to make the winner happy */ 2630 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2631 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2632 {
2633 tmp->name = format ("%s's finger" , &op->name);
2634 tmp->name_pl = format ("%s's fingers", &op->name);
2635 tmp->msg = format (
2636 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2637 &op->name, op->contr->title,
2638 (int)op->level,
2639 op->contr->killer_name ()
2640 );
2641 tmp->value = 0, tmp->type = 0;
2642 tmp->materialname = "organics";
2643 tmp->insert_at (op, tmp);
2628 { 2644 }
2629 sprintf(buf,"%s's finger",op->name); 2645
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*/ 2646 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2647 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2648 op->contr->braced = 0;
2645 return; 2649 return;
2646 } 2650 }
2647 2651
2648 INVOKE_PLAYER (DEATH, op->contr); 2652 INVOKE_PLAYER (DEATH, op->contr);
2649 2653
2650 command_kill_pets (op, 0); 2654 command_kill_pets (op, 0);
2651 2655
2652 if(op->stats.food<0) { 2656 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 2657
2673 /* save the map location for corpse, gravestone*/ 2658 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2659 x = op->x;
2660 y = op->y;
2661 map = op->map;
2675 2662
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2663 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2664 * 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. 2665 * See the config.h file for a little more in depth detail about this.
2681 */ 2666 */
2682 2667
2683 /* Basically two ways to go - remove a stat permanently, or just 2668 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2669 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2670 * of death.
2686 */ 2671 */
2687#ifndef COZY_SERVER 2672#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2673 if (settings.balanced_stat_loss)
2674 {
2689 /* If stat loss is permanent, lose one stat only. */ 2675 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2676 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2677 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2678 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2679 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2680 little bit harder. */
2695 /* GD */ 2681 /* GD */
2696 if (settings.stat_loss_on_death) 2682 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2683 num_stats_lose = 1;
2698 else 2684 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2685 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2686 }
2687 else
2701 num_stats_lose = 1; 2688 num_stats_lose = 1;
2702 } 2689
2703 lost_a_stat = 0; 2690 lost_a_stat = 0;
2704 2691
2705 for (z=0; z<num_stats_lose; z++) { 2692 for (z = 0; z < num_stats_lose; z++)
2693 {
2706 i = RANDOM() % NUM_STATS; 2694 i = RANDOM () % NUM_STATS;
2707 2695
2708 if (settings.stat_loss_on_death) { 2696 if (settings.stat_loss_on_death)
2697 {
2709 /* Pick a random stat and take a point off it. Tell the player 2698 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2699 * what he lost.
2711 */ 2700 */
2712 change_attr_value(&(op->stats), i,-1); 2701 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2702 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2703 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2704 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2705 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2706 lost_a_stat = 1;
2718 } else { 2707 }
2708 else
2709 {
2719 /* deplete a stat */ 2710 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2711 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2712 object *dep;
2713
2714 dep = present_arch_in_ob (deparch, op);
2715 if (!dep)
2722 2716 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2717 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2718 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 2719 }
2756 if (lose_this_stat) { 2720 lose_this_stat = 1;
2721 if (settings.balanced_stat_loss)
2722 {
2723 /* GD */
2724 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2725 this_stat = get_attr_value (&(dep->stats), i);
2726 if (this_stat < 0)
2727 {
2728 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2729 int keep_chance = this_stat * this_stat;
2730
2731 /* Yes, I am paranoid. Sue me. */
2732 if (keep_chance < 1)
2733 keep_chance = 1;
2734
2735 /* There is a maximum depletion total per level. */
2736 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2737 {
2738 lose_this_stat = 0;
2739 /* Take loss chance vs keep chance to see if we
2740 retain the stat. */
2741 }
2742 else
2743 {
2744 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2745 lose_this_stat = 0;
2746 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2747 this_stat, keep_chance, loss_chance,
2748 lose_this_stat?"LOSE":"KEEP"); */
2749 }
2750 }
2751 }
2752
2753 if (lose_this_stat)
2754 {
2755 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2756 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2757 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2758 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2759 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2760 * difference.
2763 */ 2761 */
2764 if (this_stat>=-50) { 2762 if (this_stat >= -50)
2763 {
2765 change_attr_value(&(dep->stats), i, -1); 2764 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2765 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2766 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2767 op->update_stats ();
2769 lost_a_stat = 1; 2768 lost_a_stat = 1;
2770 } 2769 }
2771 } 2770 }
2771 }
2772 } 2772 }
2773 } 2773
2774 /* If no stat lost, tell the player. */ 2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2775 if (!lost_a_stat)
2776 { 2776 {
2777 /* determine_god() seems to not work sometimes... why is this? 2777 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2778 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2779 const char *god = determine_god (op);
2780
2780 if (god && (strcmp(god, "none"))) 2781 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2782 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" 2783 else
2783 " you.", god); 2784 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 } 2785 }
2786#else
2787 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788#endif 2788#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 2789
2792 /* Put a gravestone up where the character 'almost' died. List the 2790 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2791 * exp loss on the stone.
2794 */ 2792 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2793 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2794 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2795 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2796 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2797 &op->name, op->contr->title, op->contr->killer_name ());
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 2895 }
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2896
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2897 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} 2898}
2972 2899
2973 2900void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2901loot_object (object *op)
2902{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2903 object *tmp, *tmp2, *next;
2976 2904
2977 if (op->container) { /* close open sack first */ 2905 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2906
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2907 for (tmp = op->inv; tmp; tmp = next)
2908 {
2982 next=tmp->below; 2909 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2910
2984 remove_ob(tmp); 2911 if (tmp->invisible)
2912 continue;
2913
2914 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2915 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2916
2987 loot_object(tmp); 2917 if (tmp->type == CONTAINER)
2988 } 2918 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2919
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2921 {
2991 if(tmp->nrof>1) { 2922 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2923 {
2993 free_object(tmp2); 2924 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2925 insert_ob_in_map (tmp, op->map, NULL, 0);
2926 }
2927 else
2928 tmp->destroy ();
2929 }
2995 } else 2930 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2932 }
3000} 2933}
3001 2934
3002/* 2935/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2936 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2937 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2938 * was changed.
3006 */ 2939 */
3007 2940void
3008void fix_weight(void) { 2941fix_weight (void)
3009 player *pl; 2942{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2943 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2944 {
3012 if(old == sum) 2945 sint32 old = pl->ob->carrying;
3013 continue; 2946
3014 fix_player(pl->ob); 2947 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948
3016 pl->ob->name, old, sum); 2949 if (old != pl->ob->carrying)
2950 {
2951 pl->ob->update_stats ();
2952 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953 }
3017 } 2954 }
3018} 2955}
3019 2956
2957void
3020void fix_luck(void) { 2958fix_luck (void)
3021 player *pl; 2959{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2960 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2961 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2962 pl->ob->change_luck (0);
3025} 2963}
3026
3027 2964
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2965/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2966 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2967 * just treat this as any other spell casting object.
3031 */ 2968 */
3032
3033void 2969void
3034cast_dust (object * op, object * throw_ob, int dir) 2970cast_dust (object *op, object *throw_ob, int dir)
3035{ 2971{
3036 object *skop, *spob; 2972 object *skop, *spob;
3037 2973
3038 skop = find_skill_by_name (op, throw_ob->skill); 2974 skop = find_skill_by_name (op, throw_ob->skill);
3039 2975
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2976 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2977 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2978 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2979 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2980 return;
3046 } 2981 }
3047 2982
3048 spob = throw_ob->inv; 2983 spob = throw_ob->inv;
3049 2984
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2985 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2986 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2987 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2988 if (!spob)
3054 { 2989 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2990 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2991 return;
3058 } 2992 }
3059 2993
3060 if (op->type == PLAYER) 2994 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2995 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2996
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2997 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2998
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2999 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3000}
3069 3001
3002void
3070void make_visible (object *op) { 3003make_visible (object *op)
3004{
3071 op->hide = 0; 3005 op->hide = 0;
3072 op->invisible = 0; 3006 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079 3007
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 3008 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3009 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3010 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3011 op->contr->invis_race = 0;
3012 }
3013
3014 update_object (op, UP_OBJ_CHANGE);
3015}
3016
3017int
3018is_true_undead (object *op)
3019{
3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3021 return 1;
3022
3089 return 0; 3023 return 0;
3090} 3024}
3091 3025
3092/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3028 * indicate greater hideability.
3095 */ 3029 */
3096 3030int
3097int hideability(object *ob) { 3031hideability (object *ob)
3032{
3098 int i,level=0, mflag; 3033 int i, level = 0, mflag;
3099 sint16 x,y; 3034 sint16 x, y;
3100 3035
3101 if(!ob||!ob->map) return 0; 3036 if (!ob || !ob->map)
3037 return 0;
3102 3038
3103 /* so, on normal lighted maps, its hard to hide */ 3039 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3040 level = ob->map->darkness - 2;
3105 3041
3106 /* this also picks up whether the object is glowing. 3042 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3043 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3044 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3045 if (has_carried_lights (ob))
3046 level = -(10 + (2 * ob->map->darkness));
3110 3047
3111 /* scan through all nearby squares for terrain to hide in */ 3048 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3049 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3052 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3054 if (mflag & P_OUT_OF_MAP)
3055 continue;
3056
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3057 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3058 level += 2;
3117 else /* open terrain! */ 3059 else /* open terrain! */
3118 level -= 1; 3060 level -= 1;
3119 } 3061 }
3120 3062
3121#if 0 3063#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3064 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3065#endif
3124 return level; 3066 return level;
3125} 3067}
3126 3068
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3069/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3070 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3071 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3072 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3073 */
3132 3074void
3133void do_hidden_move (object *op) { 3075do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3076{
3135 object *skop; 3077 int hide = 0;
3136 3078
3137 if(!op || !op->map) return; 3079 if (!op || !op->map)
3080 return;
3138 3081
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3082 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3083 int num = random_roll (0, 19, op, PREFER_LOW);
3140 3084
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3085 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3086 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3087 if (!skop || num >= skop->level)
3088 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3089 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3090 make_visible (op);
3146 return; 3091 return;
3147 } else num += 20;
3148 } 3092 }
3093 else
3094 num += 20;
3095
3149 num += op->map->difficulty; 3096 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3097 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3098 num -= hide;
3099
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3100 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3101 {
3153 make_visible(op); 3102 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3103
3155 "You moved out of hiding! You are visible!"); 3104 if (op->type == PLAYER)
3105 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3106 }
3157 else if (op->type == PLAYER && skop) { 3107 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3108 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3109}
3161 3110
3162/* determine if who is standing near a hostile creature. */ 3111/* determine if who is standing near a hostile creature. */
3163 3112
3113int
3164int stand_near_hostile( object *who ) { 3114stand_near_hostile (object *who)
3115{
3165 object *tmp=NULL; 3116 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3117 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3118 maptile *m;
3168 sint16 x,y; 3119 sint16 x, y;
3169 3120
3170 if(!who) return 0; 3121 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; 3122 return 0;
3123
3124 if (who->type == PLAYER)
3125 player = 1;
3126
3127 else
3128 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3129
3130 /* search adjacent squares */
3131 for (i = 1; i < 9; i++)
3132 {
3133 x = who->x + freearr_x[i];
3134 y = who->y + freearr_y[i];
3135 m = who->map;
3136 mflags = get_map_flags (m, &m, x, y, &x, &y);
3137 /* space must be blocked if there is a monster. If not
3138 * blocked, don't need to check this space.
3139 */
3140 if (mflags & P_OUT_OF_MAP)
3141 continue;
3142 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3143 continue;
3144
3145 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3146 {
3147 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3148 return 1;
3149 else if (tmp->type == PLAYER)
3150 {
3151 /*don't let a hidden DM prevent you from hiding */
3152 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3153 return 1;
3154 }
3155 }
3156 }
3157 return 0;
3200} 3158}
3201 3159
3202/* check the player los field for viewability of the 3160/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3161 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3162 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3163 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3164 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3165 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3166 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3167 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3168 * 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. 3169 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3170 * -b.t.
3213 * This function is now map tiling safe. 3171 * This function is now map tiling safe.
3214 */ 3172 */
3215 3173int
3216int player_can_view (object *pl,object *op) { 3174player_can_view (object *pl, object *op)
3175{
3217 rv_vector rv; 3176 rv_vector rv;
3218 int dx,dy; 3177 int dx, dy;
3219 3178
3220 if(pl->type!=PLAYER) { 3179 if (pl->type != PLAYER)
3180 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3181 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; 3182 return -1;
3247 op = op->more;
3248 } 3183 }
3184
3185 if (!pl || !op)
3249 return 0; 3186 return 0;
3187
3188 op = op->head_ ();
3189
3190 get_rangevector (pl, op, &rv, 0x1);
3191
3192 /* starting with the 'head' part, lets loop
3193 * through the object and find if it has any
3194 * part that is in the los array but isn't on
3195 * a blocked los square.
3196 * we use the archetype to figure out offsets.
3197 */
3198 while (op)
3199 {
3200 dx = rv.distance_x + op->arch->x;
3201 dy = rv.distance_y + op->arch->y;
3202
3203 /* only the viewable area the player sees is updated by LOS
3204 * code, so we need to restrict ourselves to that range of values
3205 * for any meaningful values.
3206 */
3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3210 return 1;
3211
3212 op = op->more;
3213 }
3214
3215 return 0;
3250} 3216}
3251 3217
3252/* routine for both players and monsters. We call this when 3218/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3219 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3220 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3221 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3222 * return 0.
3257 */ 3223 */
3224int
3258int action_makes_visible (object *op) { 3225action_makes_visible (object *op)
3259 3226{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3228 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3230 return 0;
3263 3231
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3232 if (op->contr && op->contr->tmp_invis == 0)
3233 return 0;
3265 3234
3266 /* If monsters, they should become visible */ 3235 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3236 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3237 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3239 return 1;
3270 } 3240 }
3271 } 3241 }
3242
3272 return 0; 3243 return 0;
3273} 3244}
3274 3245
3275/* op_on_battleground - checks if the given object op (usually 3246/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3247 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3248 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3249 * -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 3250 * 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 3251 * 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 3252 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3253 */
3254int
3283int op_on_battleground (object *op, int *x, int *y) { 3255op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3256{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3257 /* 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), 3258 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3259 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3260 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3261 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3262 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3263 for (object *tmp = op->below; tmp; tmp = tmp->below)
3264 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3266 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3268 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3269 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp))
3271 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3272 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3274 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3276 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3278 {
3279 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281
3282 return 1;
3283 }
3284 }
3285 }
3286
3287 if (x && y)
3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289
3305 return 1; 3290 return 1;
3306 } 3291 }
3307 } 3292 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3293 }
3313 } 3294
3314 }
3315 /* If we got here, did not find a battleground */ 3295 /* If we got here, did not find a battleground */
3316 return 0; 3296 return 0;
3317} 3297}
3318 3298
3319/* 3299/*
3323 * attributes: 3303 * attributes:
3324 * object *who the dragon player 3304 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3305 * int atnr the attack-number of the ability focus
3326 * int level ability level 3306 * int level ability level
3327 */ 3307 */
3308void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3309dragon_ability_gain (object *who, int atnr, int level)
3310{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3311 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3312 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3313 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3314 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3315 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3316 int i = 0, j = 0;
3335 3317
3336 /* get the appropriate treasurelist */ 3318 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3319 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3320 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3321 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3322 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3323 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3324 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3325 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3326 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3327
3346 if (trlist == NULL || who->type != PLAYER) 3328 if (trlist == NULL || who->type != PLAYER)
3347 return; 3329 return;
3348 3330
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3331 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3332
3351 3333 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3334 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3335 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3336 return;
3355 } 3337 }
3356 3338
3357 /* everything seems okay - now bring on the gift: */ 3339 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3340 item = tr->item;
3359 3341
3360 if (item->type == SPELL) { 3342 if (item->type == SPELL)
3343 {
3361 if (check_spell_known (who, item->name)) 3344 if (check_spell_known (who, item->name))
3362 return; 3345 return;
3363 3346
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3347 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); 3348 do_learn_spell (who, item, 0);
3366 return; 3349 return;
3367 } 3350 }
3368 3351
3369 /* grant direct spell */ 3352 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3353 if (item->type == SPELLBOOK)
3354 {
3371 if (!item->inv) { 3355 if (!item->inv)
3356 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3357 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3358 return;
3375 } 3359 }
3376 if (check_spell_known (who, item->inv->name)) 3360 if (check_spell_known (who, item->inv->name))
3377 return; 3361 return;
3378 if (item->invisible) { 3362 if (item->invisible)
3363 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3364 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); 3365 do_learn_spell (who, item->inv, 0);
3381 return; 3366 return;
3382 } 3367 }
3383 } 3368 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3369 else if (item->type == SKILL_TOOL && item->invisible)
3370 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3371 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3372 {
3386 3373
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3374 /* 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 3375 * 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, 3376 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3377 * but not all of them, he gets nothing.
3391 */ 3378 */
3392 if (!(skop->attacktype & item->attacktype)) { 3379 if (!(skop->attacktype & item->attacktype))
3380 {
3393 /* Give new attacktype */ 3381 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3382 skop->attacktype |= item->attacktype;
3395 3383
3396 /* always add physical if there's none */ 3384 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3385 skop->attacktype |= AT_PHYSICAL;
3398 3386
3399 if (item->msg != NULL) 3387 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3388 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3389
3402 /* Give player new face */ 3390 /* Give player new face */
3403 if (item->animation_id) { 3391 if (item->animation_id)
3392 {
3404 who->face = skop->face; 3393 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3394 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3395 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3396 who->last_anim = 0;
3408 who->state = 0; 3397 who->state = 0;
3409 animate_object(who, who->direction); 3398 animate_object (who, who->direction);
3410 } 3399 }
3400 }
3401 }
3411 } 3402 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3403 else if (item->type == FORCE)
3404 {
3415 /* forces in the treasurelist can alter the player's stats */ 3405 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3406 object *skin;
3407
3417 /* first get the dragon skin force */ 3408 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3409 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3410 ;
3420 if (skin == NULL) return; 3411
3421 3412 if (!skin)
3413 return;
3414
3422 /* adding new spellpath attunements */ 3415 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3416 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3417 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3418 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3419
3426 /* print message */ 3420 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3421 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3422 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3423 {
3430 if (j) 3424 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3425 {
3432 else 3426 if (j)
3433 j = 1; 3427 strcat (buf, " and ");
3428 else
3429 j = 1;
3434 strcat(buf, spellpathnames[i]); 3430 strcat (buf, spellpathnames[i]);
3435 } 3431 }
3436 } 3432 }
3437 strcat(buf,"."); 3433 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3434 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3435 }
3440 3436
3441 /* evtl. adding flags: */ 3437 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3438 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3439 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3440 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3441 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3442 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3443 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3444
3449 /* print message if there is one */ 3445 /* print message if there is one */
3450 if (item->msg != NULL) 3446 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448 }
3449 else
3452 } 3450 {
3453 else {
3454 /* generate misc. treasure */ 3451 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3452 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3453 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); 3454 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3455 }
3461} 3456}
3462 3457
3463/** 3458/**
3464 * Unready an object for a player. This function does nothing if the object was 3459 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3460 * not readied.
3466 */ 3461 */
3462void
3467void player_unready_range_ob(player *pl, object *ob) { 3463player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3464{
3465 if (pl->ob->current_weapon == ob)
3466 pl->ob->current_weapon = 0;
3469 3467
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3468 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3469 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3470
3473 if (pl->shoottype == i) { 3471 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3472 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3473}
3474
3475sint8
3476player::visibility_at (maptile *map, int x, int y) const
3477{
3478 if (!ns)
3479 return 0;
3480
3481 int dx, dy;
3482 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483 return 0;
3484
3485 x += dx - ns->current_x + ns->mapx / 2;
3486 y += dy - ns->current_y + ns->mapy / 2;
3487
3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489 return 0;
3490
3491 return 100 - blocked_los [x][y];
3492}
3493
3494void
3495player::infobox (const char *title, const char *msg, int color)
3496{
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498}
3499
3500void
3501player::statusmsg (const char *msg, int color)
3502{
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504}
3505
3506void
3507player::failmsg (const char *msg, int color)
3508{
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511}
3512

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