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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 1.215 by root, Sat Dec 27 08:01:07 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 ();
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;
934 }
935
936 if (!op->enemy)
1120 } 937 {
1121
1122 if(op->enemy==NULL) {
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
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 {
1139 op->enemy=NULL; 945 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 947 return;
1142 } 948 }
949
1143 get_rangevector(op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1144 951
1145 dir=absdir(4+rv.direction); 952 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 953 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 } 954 {
955 int m = 1 - rndm (2) * 2;
956
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
958 return;
959 }
960
1153 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 963 op->enemy = NULL;
1156} 964}
1157
1158 965
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* 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 967 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 968 * stop.
1162 */ 969 */
970int
1163int check_pick(object *op) { 971check_pick (object *op)
972{
1164 object *tmp, *next; 973 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 974 int stop = 0;
1167 int j, k, wvratio; 975 int wvratio;
1168 char putstring[128], tmpstr[16]; 976 char putstring[128];
1169
1170 977
1171 /* if you're flying, you cna't pick up anything */ 978 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 979 if (op->move_type & MOVE_FLYING)
1173 return 1; 980 return 1;
1174 981
1175 op_tag = op->count;
1176
1177 next = op->below; 982 next = op->below;
1178 if (next) 983
1179 next_tag = next->count; 984 int cnt = MAX_ITEM_PER_DROP;
985#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 986
1181 /* loop while there are items on the floor that are not marked as 987 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 988 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 989 while (next && !next->destroyed ())
1184 { 990 {
1185 tmp = next; 991 tmp = next;
1186 next = tmp->below; 992 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 993
1190 if (was_destroyed (op, op_tag)) 994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1000 if (op->destroyed ())
1191 return 0; 1001 return 0;
1192 1002
1193 if ( ! can_pick (op, tmp)) 1003 if (!can_pick (op, tmp))
1194 continue; 1004 continue;
1195 1005
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1007 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1008 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1009 CHK_PICK_PICKUP;
1010
1200 continue; 1011 continue;
1201 } 1012 }
1202 1013
1203 /* high not bit set? We're using the old autopickup model */ 1014 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1015 if (!(op->contr->mode & PU_NEWMODE))
1016 {
1205 switch (op->contr->mode) { 1017 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1018 {
1207 case 1: pick_up (op, tmp); 1019 case 0:
1208 return 1; 1020 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1021 case 1:
1210 return 0; 1022 CHK_PICK_PICKUP;
1211 case 3: return 0; /* stop before pickup */ 1023 return 1;
1212 case 4: pick_up (op, tmp); 1024 case 2:
1213 break; 1025 CHK_PICK_PICKUP;
1214 case 5: pick_up (op, tmp); 1026 return 0;
1215 stop = 1; 1027 case 3:
1216 break; 1028 return 0; /* stop before pickup */
1217 case 6: 1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1039 CHK_PICK_PICKUP;
1221 break; 1040 break;
1222 1041
1223 case 7: 1042 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1043 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1044 CHK_PICK_PICKUP;
1226 break; 1045 break;
1227 1046
1228 default: 1047 default:
1229 /* use value density */ 1048 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1051 CHK_PICK_PICKUP;
1233 >= op->contr->mode) 1052 }
1234 pick_up(op,tmp); 1053 }
1235 } 1054 else
1236 } 1055 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1056 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1057 if (op->contr->mode & PU_DEBUG)
1240 { 1058 {
1241 /* some debugging code to figure out item information */ 1059 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1060 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1062 &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)))); 1063 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1065 &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)))); 1066
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1251 1069
1252 sprintf(putstring,"...flags: "); 1070 /* philosophy:
1253 for(k=0;k<4;k++) 1071 * It's easy to grab an item type from a pile, as long as it's
1254 { 1072 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1073 * and selections, select-items should be used. This is a
1256 { 1074 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1075 * example.
1258 { 1076 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1077 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1078 * convert to decimal and then 'pickup <#>
1261 } 1079 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue;
1106
1107 /* ignore known cursed objects */
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1109 continue;
1110
1111 /* all food and drink if desired */
1112 /* question: don't pick up known-poisonous stuff? */
1113 if (op->contr->mode & PU_FOOD)
1114 if (tmp->type == FOOD)
1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1119
1120 if (op->contr->mode & PU_DRINK)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_POTION)
1128 if (tmp->type == POTION)
1129 {
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL)
1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 {
1174 if (tmp->type == MONEY || tmp->type == GEM)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1266#if 0 1306#if 0
1267 /* print the flags too */ 1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1308 if (tmp->name != NULL)
1269 { 1309 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1310 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1311 }
1272 { 1312 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1313 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1314 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1315 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 1316#endif
1317 continue;
1318 }
1319 }
1320 } /* the new pickup model */
1279 } 1321 }
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 1322
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; 1323 return !stop;
1443} 1324}
1444 1325
1445/* 1326/*
1446 * Find an arrow in the inventory and after that 1327 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1328 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1329 * found object is returned.
1449 */ 1330 */
1331object *
1450object *find_arrow(object *op, const char *type) 1332find_arrow (object *op, const char *type)
1451{ 1333{
1452 object *tmp = NULL; 1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1453 1337
1454 for(op=op->inv; op; op=op->below) 1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1340 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1341 {
1458 else if (op->type==ARROW && op->race==type) 1342 splay (tmp);
1343 return arrow;
1344 }
1345
1459 return op; 1346 return 0;
1460 return tmp;
1461} 1347}
1462 1348
1463/* 1349/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1350 * 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 1351 * 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 1352 * 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. 1353 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1354 */
1469 1355object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1356find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1357{
1472 object *tmp = NULL, *arrow, *ntmp; 1358 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1359 int attacknum, attacktype, betterby = 0, i;
1474 1360
1475 if (!type) 1361 if (!type)
1476 return NULL; 1362 return NULL;
1477 1363
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1364 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1365 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1366 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1367 {
1368 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1369 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1370 if (i > betterby)
1484 tmp = ntmp; 1371 {
1485 betterby = i; 1372 tmp = ntmp;
1486 } 1373 betterby = i;
1374 }
1375 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1376 else if (arrow->type == ARROW && arrow->race == type)
1377 {
1488 /* allways prefer assasination/slaying */ 1378 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1380 {
1491 if (arrow->attacktype & AT_DEATH) { 1381 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1382 {
1493 return arrow; 1383 *better = 100;
1494 } else { 1384 return arrow;
1495 tmp = arrow; 1385 }
1386 else
1387 {
1388 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1389 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1390 }
1498 } else { 1391 }
1392 else
1393 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1395 {
1500 attacktype = 1<<attacknum; 1396 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1399 {
1400 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1402 }
1506 } 1403 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1405 {
1406 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1407 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1408 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1410 {
1411 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1413 }
1414 }
1415 }
1515 } 1416 }
1516 } 1417
1517 }
1518 if (tmp == NULL && arrow == NULL) 1418 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1419 return find_arrow (op, type);
1520 1420
1521 *better = betterby; 1421 *better = betterby;
1522 return tmp; 1422 return tmp;
1523} 1423}
1524 1424
1525/* looks in a given direction, finds the first valid target, and calls 1425/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1426 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1427 * op = the shooter
1528 * type = bow->race 1428 * type = bow->race
1529 * dir = fire direction 1429 * dir = fire direction
1530 */ 1430 */
1531 1431object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1432pick_arrow_target (object *op, const char *type, int dir)
1533{ 1433{
1534 object *tmp = NULL; 1434 object *tmp = NULL;
1535 mapstruct *m; 1435 maptile *m;
1536 int i, mflags, found, number; 1436 int i, mflags, found, number;
1537 sint16 x, y; 1437 sint16 x, y;
1538 1438
1539 if (op->map == NULL) 1439 if (op->map == NULL)
1540 return find_arrow(op, type); 1440 return find_arrow (op, type);
1541 1441
1542 /* do a dex check */ 1442 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1443 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))) 1444 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1445 return find_arrow (op, type);
1546 1446
1547 m = op->map; 1447 m = op->map;
1548 x = op->x; 1448 x = op->x;
1549 y = op->y; 1449 y = op->y;
1550 1450
1551 /* find the first target */ 1451 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1452 for (i = 0, found = 0; i < 20; i++)
1453 {
1553 x += freearr_x[dir]; 1454 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1455 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1459 {
1558 break; 1460 tmp = 0;
1461 break;
1462 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1464 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1466 * perhaps a bad assumption.
1562 */ 1467 */
1563 tmp = NULL; 1468 tmp = 0;
1564 break; 1469 break;
1565 } 1470 }
1471
1566 if (mflags & P_IS_ALIVE) { 1472 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1475 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1476 }
1576 if (tmp == NULL) 1477
1478 if (!tmp)
1577 return find_arrow(op, type); 1479 return find_arrow (op, type);
1578 1480
1579 if (tmp->head) 1481 if (tmp->head)
1580 tmp = tmp->head; 1482 tmp = tmp->head;
1581 1483
1582 return find_better_arrow(op, tmp, type, &i); 1484 return find_better_arrow (op, tmp, type, &i);
1583} 1485}
1584 1486
1585/* 1487/*
1586 * Creature fires a bow - op can be monster or player. Returns 1488 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1489 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1492 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1493 * 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 1494 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1495 * player fire modes.
1594 */ 1496 */
1497int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1498fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1499{
1598 object *left, *bow; 1500 object *left, *bow;
1599 tag_t left_tag, tag; 1501 int mflags;
1600 int bowspeed, mflags; 1502 maptile *m;
1601 mapstruct *m;
1602 1503
1603 if (!dir) { 1504 if (!dir)
1505 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1507 return 0;
1508 }
1509
1510 if (op->contr)
1511 bow = op->current_weapon;
1512 else
1606 } 1513 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1514 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1515 /* 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. 1516 * don't need to switch back and forth between bows and weapons.
1613 */ 1517 */
1614 if(bow->type==BOW) 1518 if (bow->type == BOW)
1615 break; 1519 break;
1616 1520
1617 if (!bow) { 1521 if (!bow)
1522 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1524 return 0;
1620 } 1525 }
1526
1527 // optimisation: move object to top so we will find it quickly again
1528 if (bow->below)
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1621 } 1533 }
1534
1622 if( !bow->race || !bow->skill) { 1535 if (!bow->race || !bow->skill)
1536 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1538 return 0;
1625 } 1539 }
1626 1540
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) { 1541 if (arrow == NULL)
1542 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1543 if ((arrow = find_arrow (op, bow->race)) == NULL)
1544 {
1637 if (op->type == PLAYER) 1545 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1546 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 */ 1547 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1548 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1549 CLEAR_FLAG (op, FLAG_READY_BOW);
1550
1643 return 0; 1551 return 0;
1644 } 1552 }
1645 } 1553 }
1554
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1555 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1556 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1557 return 0;
1649 } 1558
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1559 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1560 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1561 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1562 return 0;
1653 } 1563 }
1654 1564
1655 /* this should not happen, but sometimes does */ 1565 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1566 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1569 arrow->destroy ();
1570 return 0;
1571 }
1661 1572
1662 left = arrow; /* these are arrows left to the player */ 1573 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1574 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1575 if (!arrow)
1665 if (arrow == NULL) { 1576 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1578 return 0;
1668 return 0;
1669 } 1579 }
1670 set_owner(arrow, op); 1580
1671 if (arrow->skill) free_string(arrow->skill); 1581 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1582 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1583 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1584
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 */ 1585 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1586 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1587 arrow->stats.grace = arrow->attacktype;
1588
1687 if (arrow->slaying != NULL) 1589 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1590 arrow->spellarg = strdup (arrow->slaying);
1689 1591
1690 /* Note that this was different for monsters - they got their level 1592#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1593 if (player *pl = op->contr)
1692 */
1693 1594 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1595 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1596
1597 /* penalize ROF for bestarrow */
1598 if (pl->bowtype == bow_bestarrow)
1599 speed *= .9f;
1600 else
1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1602
1603 op->speed_left += speed - op->speed;
1604 }
1605#endif
1606
1607 SET_ANIMATION (arrow, arrow->direction);
1608
1698 /* update the speed */ 1609 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 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]) + 1611 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1612
1704 if (arrow->speed < 1.0) 1613 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1614 arrow->speed_left = 0;
1708 1615
1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1617
1709 if (op->type == PLAYER) { 1618 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1619 {
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; 1620 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1621 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1622
1623 if (!arrow->slaying)
1624 arrow->slaying = op->slaying;
1625
1626 arrow->attacktype |= op->attacktype;
1627 }
1628 else
1629 {
1720 arrow->level = op->level; 1630 arrow->level = op->level;
1721 } 1631 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1632
1633 if (!arrow->slaying)
1634 arrow->slaying = bow->slaying;
1635
1723 arrow->attacktype |= bow->attacktype; 1636 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1637 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1638
1727 arrow->map = m; 1639 wc -= arrow->level;
1640 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1641
1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1643 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1645
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1646 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1647 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1648
1735 if (!was_destroyed(arrow, tag)) 1649 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1650 move_arrow (arrow);
1737 1651
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; 1652 return 1;
1745} 1653}
1746 1654
1747/* Special fire code for players - this takes into 1655/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1656 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1657 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1658 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1659 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1660 * hence the function name.
1753 */ 1661 */
1662int
1754int player_fire_bow(object *op, int dir) 1663player_fire_bow (object *op, int dir)
1755{ 1664{
1756 int ret=0, wcmod=0; 1665 int ret;
1757 1666
1758 if (op->contr->bowtype == bow_bestarrow) { 1667 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1668 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1669 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); 1670 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1672 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1675 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1676 else if (op->contr->bowtype == bow_threewide)
1677 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1678 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)]); 1679 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)]); 1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1681 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1682 else if (op->contr->bowtype == bow_spreadshot)
1683 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1684 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); 1685 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); 1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1687 }
1776 } else { 1688 else
1689 {
1777 /* Simple case */ 1690 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1692 }
1693
1780 return ret; 1694 return ret;
1781} 1695}
1782
1783 1696
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1697/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1698 * Broken apart from 'fire' to keep it more readable.
1786 */ 1699 */
1700void
1787void fire_misc_object(object *op, int dir) 1701fire_misc_object (object *op, int dir)
1788{ 1702{
1789 object *item; 1703 object *item = op->contr->ranged_ob;
1790 1704
1791 if (!op->contr->ranges[range_misc]) { 1705 if (!item)
1706 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1707 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1708 return;
1794 } 1709 }
1795 1710
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1711 if (!item->inv)
1712 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1713 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1714 return;
1800 } 1715 }
1801 if (item->type == WAND) { 1716
1802 if(item->stats.food<=0) { 1717 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; 1718 return;
1806 } 1719
1720 if (item->type == WAND)
1721 {
1722 if (item->stats.food <= 0)
1723 {
1724 op->contr->play_sound (sound_find ("wand_poof"));
1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1726
1727 return;
1728 }
1729 }
1730 else if (item->type == ROD || item->type == HORN)
1731 {
1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1737 {
1738 op->contr->play_sound (sound_find ("wand_poof"));
1739
1740 if (item->type == ROD)
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1742 else
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1744
1745 return;
1746 }
1747 }
1748
1749 if (cast_spell (op, item, dir, item->inv, NULL))
1750 {
1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1753 if (item->type == WAND)
1754 {
1755 if (!(--item->stats.food))
1756 {
1757 object *tmp;
1758
1759 if (item->arch)
1760 {
1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1762 item->face = item->arch->face;
1763 item->set_speed (0);
1764 }
1765
1766 if (object *pl = item->visible_to ())
1767 esrv_update_item (UPD_ANIM, pl, item);
1768 }
1769 }
1807 } else if (item->type == ROD || item->type==HORN) { 1770 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1771 drain_rod_charge (item);
1837 }
1838 } 1772 }
1839} 1773}
1840 1774
1841/* Received a fire command for the player - go and do it. 1775/* Received a fire command for the player - go and do it.
1842 */ 1776 */
1777bool
1843void fire(object *op,int dir) { 1778fire (object *op, int dir)
1779{
1844 int spellcost=0; 1780 int spellcost = 0;
1845 1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1802
1846 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1848 1806
1849 switch(op->contr->shoottype) { 1807 switch (ob->type)
1850 case range_none: 1808 {
1851 return; 1809 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1810 player_fire_bow (op, dir);
1855 return; 1811 break;
1856 1812
1857 case range_magic: /* Casting spells */ 1813 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1814 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1815 break;
1860 1816
1861 case range_misc: 1817 case BUILDER:
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 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
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;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1818 apply_map_builder (op, dir);
1886 return; 1819 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1820
1821 case SKILL:
1822 do_skill (op, op, ob, dir, 0);
1823 break;
1893 1824
1825 default:
1826 fire_misc_object (op, dir);
1827 break;
1828 }
1829
1830 return true;
1831}
1894 1832
1895/* find_key 1833/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1834 * 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 1835 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1836 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1838 * pl is the player,
1901 * inv is the objects inventory to searched 1839 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1840 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1841 * This function can be called recursively to search containers.
1904 */ 1842 */
1905 1843object *
1906object * find_key(object *pl, object *container, object *door) 1844find_key (object *pl, object *container, object *door)
1907{ 1845{
1908 object *tmp,*key; 1846 object *tmp, *key;
1909 1847
1910 /* Should not happen, but sanity checking is never bad */ 1848 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1849 if (!container->inv)
1850 return 0;
1912 1851
1913 /* First, lets try to find a key in the top level inventory */ 1852 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1853 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1855 if (door->type == DOOR && tmp->type == KEY)
1856 break;
1916 /* For sanity, we should really check door type, but other stuff 1857 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1858 * (like containers) can be locked with special keys
1918 */ 1859 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1861 break;
1921 } 1862 }
1863
1922 /* No key found - lets search inventories now */ 1864 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1865 /* 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 1866 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1867 * a key, return
1926 */ 1868 */
1927 if (!tmp) { 1869 if (!tmp)
1870 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1871 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1929 /* No reason to search empty containers */ 1873 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1874 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1875 {
1876 if ((key = find_key (pl, tmp, door)))
1877 return key;
1878 }
1879 }
1880
1881 if (!tmp)
1882 return NULL;
1932 } 1883 }
1933 } 1884
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1885 /* 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 1886 * see if we actually want to use it
1938 */ 1887 */
1939 if (pl!=container) { 1888 if (pl != container)
1889 {
1940 /* Only let players use keys in containers */ 1890 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1891 if (!pl->contr)
1892 return NULL;
1942 /* cases where this fails: 1893 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1894 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1895 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1896 * If the container is not active, return now since only active
1946 * containers can be used. 1897 * containers can be used.
1947 * If we only search keyrings and the container does not have 1898 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1899 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1900 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1901 * inv must have been an container and must have been active.
1951 * 1902 *
1952 * Change the color so that the message doesn't disappear with 1903 * Change the color so that the message doesn't disappear with
1953 * all the others. 1904 * all the others.
1954 */ 1905 */
1955 if (pl->contr->usekeys == key_inventory || 1906 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1907 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1909 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1911 "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; 1912 return NULL;
1964 } 1913 }
1965 } 1914 }
1915
1966 return tmp; 1916 return tmp;
1967} 1917}
1968 1918
1969/* moved door processing out of move_player_attack. 1919/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1920 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1921 * such that the caller should not do anything more,
1972 * 0 otherwise 1922 * 0 otherwise
1973 */ 1923 */
1924static int
1974static int player_attack_door(object *op, object *door) 1925player_attack_door (object *op, object *door)
1975{ 1926{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1927 /* 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 - 1928 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1929 * otherwise, we fall through to the rest of the code.
1980 */ 1930 */
1981 object *key=find_key(op, op, door); 1931 object *key = find_key (op, op, door);
1982 1932
1983 /* IF we found a key, do some extra work */ 1933 /* If we found a key, do some extra work */
1984 if (key) { 1934 if (key)
1935 {
1985 object *container=key->env; 1936 object *container = key->env;
1986 1937
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1938 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1939 make_visible (op);
1940
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1942 spring_trap (door->inv, op);
1943
1990 if (door->type == DOOR) { 1944 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1946 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1947 {
1995 "You open the door with the %s", query_short_name(key)); 1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1949 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1950 }
1951
1998 /* Do this after we print the message */ 1952 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1953 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1954
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1955 return 1; /* Nothing more to do below */
1956 }
2004 } else if (door->type==LOCKED_DOOR) { 1957 else if (door->type == LOCKED_DOOR)
1958 {
2005 /* Might as well return now - no other way to open this */ 1959 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1961 return 1;
2008 } 1962 }
1963
2009 return 0; 1964 return 0;
2010} 1965}
2011 1966
2012/* This function is just part of a breakup from move_player. 1967/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1968 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1969 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1970 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1971 * going to try and move (not fire weapons).
2017 */ 1972 */
2018 1973bool
2019void move_player_attack(object *op, int dir) 1974move_player_attack (object *op, int dir)
2020{ 1975{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1976 int on_battleground;
2024 mapstruct *m;
2025 1977
2026 nx=freearr_x[dir]+op->x; 1978 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1979 sint16 ny = freearr_y[dir] + op->y;
2028 1980
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1981 on_battleground = op_on_battleground (op, 0, 0);
2030 1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991
2031 /* If braced, or can't move to the square, and it is not out of the 1992 /* 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 1993 * 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 1994 * 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 1995 * 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 1996 * 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 1997 * 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 1998 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1999 * move_ob uses.
2039 */ 2000 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2001 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 2002
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2003 /* 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. 2004 * 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 2005 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2006 * on the space
2057 */ 2007 */
2058 while (tmp!=NULL) { 2008 object *mon;
2059 if (tmp == op) { 2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2010 {
2061 continue; 2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2062 } 2016 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2017
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 */ 2018 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2019 return false; /* into a wall */
2074 2020
2075 if(mon->head != NULL)
2076 mon = mon->head; 2021 mon = mon->head_ ();
2077 2022
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2029 }
2080 2030
2081 /* The following deals with possibly attacking peaceful 2031 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2032 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2033 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2034 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2035 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2036 * and thus will not push them.
2087 */ 2037 */
2088 2038
2089 /* If the creature is a pet, push it even if the player is not 2039 /* 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 2040 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2041 * player owns it and it is either friendly or unagressive.
2092 */ 2042 */
2093 if ((op->type==PLAYER) 2043 if (op->type == PLAYER
2094#if COZY_SERVER 2044 && ((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)) 2045 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2046 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2048 {
2106 /* If we're braced, we don't want to switch places with it */ 2049 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2050 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2051 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2064 }
2065 else
2066 return false;
2067 }
2068
2114 /* in certain circumstances, you shouldn't attack friendly 2069 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2070 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2071 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2072 * attack them either.
2118 */ 2073 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2074 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2076 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2077 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2081 {
2082 --op->speed_left;
2083
2084 if (!op->contr->braced)
2128 )) { 2085 {
2129 if (!op->contr->braced) { 2086 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2088 }
2132 } else { 2089 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2090 op->statusmsg ("You withhold your attack");
2091
2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2093 make_visible (op);
2094
2095 return true;
2096 }
2134 } 2097 }
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 2098 /* 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. 2099 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2100 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2142 recursive_roll(mon,dir,op); 2107 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2108 if (action_makes_visible (op))
2144 } 2109 make_visible (op);
2145 2110
2111 return true;
2112 }
2113 }
2146 /* Any generic living creature. Including things like doors. 2114 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2115 * 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: 2116 * 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 2117 * 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. 2118 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2119 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2122 {
2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2124 {
2125 --op->contr->weapon_sp_left;
2156 2126
2157 /* If the player hasn't hit something this tick, and does 2127 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 2128
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2129 if (action_makes_visible (op))
2130 make_visible (op);
2131
2132 return true;
2133 }
2166 } 2134 }
2167 2135
2168 skill_attack(mon, op, 0, NULL, NULL); 2136 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} 2137}
2186 2138
2139bool
2187int move_player(object *op,int dir) { 2140move_player (object *op, int dir)
2141{
2188 int pick; 2142 int pick;
2189 2143
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2144 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; 2145 return 0;
2146
2147 /* Sanity check: make sure dir is valid */
2148 if ((dir < 0) || (dir >= 9))
2149 {
2150 LOG (llevError, "move_player: invalid direction %d\n", dir);
2151 return 0;
2152 }
2153
2154 /* peterm: added following line */
2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2157
2158 op->facing = dir;
2159
2160 if (op->flag [FLAG_HIDDEN])
2161 do_hidden_move (op);
2162
2163 bool retval;
2164
2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2166 retval = RESULT_INT (0);
2167 else if (op->contr->fire_on)
2168 retval = fire (op, dir);
2169 else
2170 {
2171 retval = move_player_attack (op, dir);
2172 pick = check_pick (op);
2173 }
2174
2175 /* Add special check for newcs players and fire on - this way, the
2176 * server can handle repeat firing.
2177 */
2178 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2179 op->direction = dir;
2180 else
2181 op->direction = 0;
2182
2183 /* Update how the player looks. Use the facing, so direction may
2184 * get reset to zero. This allows for full animation capabilities
2185 * for players.
2186 */
2187 animate_object (op, op->facing);
2188
2189 return retval;
2229} 2190}
2230 2191
2231/* This is similar to handle_player, below, but is only used by the 2192/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2193 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2194 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2195 * the new speed values for commands.
2235 * 2196 *
2236 * Returns true if there are more actions we can do. 2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2237 */ 2200 */
2201bool
2238int handle_newcs_player(object *op) 2202handle_newcs_player (object *op)
2239{ 2203{
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)) { 2204 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 } 2205 {
2206 if (op->speed_left > 0.f)
2207 {
2208 --op->speed_left;
2209 flee_player (op);
2264 2210
2265 /* I've been seeing crashes where the golem has been destroyed, but 2211 return true;
2266 * the player object still points to the defunct golem. The code that 2212 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2213 else
2268 * put this in a a workaround to clean up the golem pointer. 2214 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 } 2215 }
2276 2216
2277 /* call this here - we also will call this in do_ericserver, but 2217 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2218 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2219 * called, so we recheck it here.
2280 */ 2220 */
2281 HandleClient(&op->contr->socket, op->contr); 2221 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2222 return true;
2283 2223
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2224 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); 2225 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2226
2294 else return 0; 2227 return false;
2295 } 2228}
2229
2230int
2231save_life (object *op)
2232{
2233 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2234 return 0;
2297}
2298 2235
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) 2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2238 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2239 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2241
2311 if (op->contr) 2242 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2244
2316 if(op->stats.hp<0) 2245 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2246 op->stats.hp = op->stats.maxhp;
2247
2318 if(op->stats.food<0) 2248 if (op->stats.food < 0)
2319 op->stats.food = 999; 2249 op->stats.food = 999;
2320 fix_player(op); 2250
2251 op->update_stats ();
2321 return 1; 2252 return 1;
2322 } 2253 }
2254
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2255 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2256 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2257 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2258 return 0;
2327} 2259}
2328 2260
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2261/* 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 2262 * 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 2263 * function will descend into containers. op is the object to start the search
2332 * from. 2264 * from.
2333 */ 2265 */
2266static void
2334void remove_unpaid_objects(object *op, object *env) 2267drop_unpaid_items (object *op, object *env)
2335{ 2268{
2336 object *next;
2337
2338 while (op) { 2269 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2270 {
2340 * we remove object 'op' 2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2272
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2274 op->insert_at (env);
2344 op->x = env->x; 2275 else if (op->inv)
2345 op->y = env->y; 2276 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 2277
2278 op = next;
2279 }
2280}
2281
2282void
2283object::drop_unpaid_items ()
2284{
2285 if (!flag [FLAG_REMOVED])
2286 ::drop_unpaid_items (inv, this);
2287}
2355 2288
2356/* 2289/*
2357 * Returns pointer a static string containing gravestone text 2290 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2291 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2292 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2293 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2294 * but there isn't one in the server directory.
2362 */ 2295 */
2296const char *
2363char *gravestone_text (object *op) 2297gravestone_text (object *op)
2364{ 2298{
2299 static dynbuf_text buf;
2300
2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2304 if (op->type == PLAYER)
2305 buf << " the " << op->contr->title;
2306
2307 buf << "\n\n";
2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2313 if (op->type == PLAYER)
2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2315
2316 {
2365 static char buf2[MAX_BUF]; 2317 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2318 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)); 2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2320 buf << buf2;
2389 strcat (buf2, buf); 2321 }
2322
2390 return buf2; 2323 return buf;
2391} 2324}
2392 2325
2393 2326void
2394
2395void do_some_living(object *op) { 2327do_some_living (object *op)
2328{
2396 int last_food=op->stats.food; 2329 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2330 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2331 int over_hp, over_sp, over_grace;
2399 int i; 2332 int i;
2400 int rate_hp = 1200; 2333 int rate_hp = 1200;
2401 int rate_sp = 2500; 2334 int rate_sp = 2500;
2402 int rate_grace = 2000; 2335 int rate_grace = 2000;
2403 const int max_hp = 1; 2336 const int max_hp = 1;
2404 const int max_sp = 1; 2337 const int max_sp = 1;
2405 const int max_grace = 1; 2338 const int max_grace = 1;
2406 2339
2407 if (op->contr->outputs_sync) { 2340 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2341 {
2409 if (op->contr->outputs[i].buf!=NULL && 2342 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2343 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2344 * depending on the value of invisible, so we need to
2345 * alternate it here for it to work correctly.
2346 */
2347 if (pticks & 2)
2348 op->invisible--;
2412 } 2349 }
2350 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2351 {
2352 if (!op->invisible--)
2353 {
2354 make_visible (op);
2355 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2356 }
2357 }
2413 2358
2414 if(op->contr->state==ST_PLAYING) { 2359 if (op->contr->ns->state == ST_PLAYING)
2415 2360 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2361 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2362 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) 2363 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2364 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2365 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2366 {
2367 gen_hp = op->stats.maxhp;
2368 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2369 }
2370
2371 if (op->contr->gen_sp >= 0)
2372 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2373 else
2374 {
2375 gen_sp = op->stats.maxsp;
2376 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2377 }
2378
2379 if (op->contr->gen_grace >= 0)
2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2381 else
2382 {
2383 gen_grace = op->stats.maxgrace;
2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2385 }
2386
2387 /* Regenerate Grace */
2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2389 if (--op->last_grace < 0)
2390 {
2391 if (op->stats.grace < op->stats.maxgrace / 2)
2392 op->stats.grace++; /* no penalty in food for regaining grace */
2393
2394 if (max_grace > 1)
2395 {
2396 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2397 if (over_grace > 0)
2398 {
2399 op->stats.sp += over_grace
2400 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2401 op->last_grace = 0;
2402 }
2403 else
2404 {
2405 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2406 }
2407 }
2408 else
2409 {
2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2411 }
2412 /* wearing stuff doesn't detract from grace generation. */
2413 }
2414
2415 if (op->stats.food > 0)
2416 {
2417 /* Regenerate Spell Points */
2418 if (!op->contr->golem && --op->last_sp < 0)
2419 {
2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2421
2422 if (op->stats.sp < op->stats.maxsp)
2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2429 op->stats.food--;
2430
2431 if (op->contr->digestion < 0)
2432 op->stats.food += op->contr->digestion;
2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2434 op->stats.food = last_food;
2435 }
2436 }
2437
2438 if (max_sp > 1)
2439 {
2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2458 }
2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2467 {
2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2493 }
2494 else
2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2496 }
2497 }
2498
2499 /* Digestion */
2500 if (--op->last_eat < 0)
2501 {
2502 int bonus = max (0, op->contr->digestion),
2503 penalty = max (0, -op->contr->digestion);
2504
2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2506
2534 /* dms do not consume food */ 2507 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2509 op->stats.food--;
2537 } 2510 }
2538 2511
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2513 {
2514 object *flesh = 0;
2541 2515
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2516 for_inv_removable (op, tmp)
2517 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2521 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."); 2522 {
2546 manual_apply(op,tmp,0); 2523 op->statusmsg ("You blindly grab for a bite of food. "
2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2525 manual_apply (op, tmp, 0);
2526
2547 if(op->stats.food>=0||op->stats.hp<0) 2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2528 break;
2549 } 2529 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2530 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2531 flesh = tmp;
2552 } /* end of for loop */ 2532 }
2533
2553 /* If player is still starving, it means they don't have any food, so 2534 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2535 * eat flesh instead.
2555 */ 2536 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2537 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."); 2538 {
2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2541 manual_apply (op, flesh, 0);
2559 } 2542 }
2560 } /* end if player is starving */
2561 2543
2562 while(op->stats.food<0&&op->stats.hp>0) 2544 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2545 if (op->stats.food < 0)
2564 2546 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2548 }
2549
2550 if (op->stats.food < 0)
2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2554
2555 if (op->stats.hp < 0)
2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2561
2562 /* killer should be set here already */
2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2564 kill_player (op);
2565 }
2566}
2570 2567
2571/* If the player should die (lack of hp, food, etc), we call this. 2568/* 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 2569 * 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 2570 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2571 * file.
2575 */ 2572 */
2573void
2576void kill_player(object *op) 2574kill_player (object *op)
2577{ 2575{
2576 int x, y;
2578 char buf[MAX_BUF]; 2577 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2578 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; 2579 int will_kill_again;
2587 archetype *at; 2580 archetype *at;
2588 object *tmp; 2581 object *tmp;
2589 2582
2590 if(save_life(op)) 2583 if (save_life (op))
2591 return; 2584 return;
2592 2585
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2586 /* 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. 2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2588 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2589 */
2598 if (op_on_battleground(op, &x, &y)) { 2590 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2591 {
2600 "You have been defeated in combat!"); 2592 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, 2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2594
2603
2604 /* restore player */ 2595 /* restore player */
2605 at = find_archetype("poisoning"); 2596 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2597 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2598 {
2608 remove_ob(tmp); 2599 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2601 }
2612 2602
2613 at = find_archetype("confusion"); 2603 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2605 {
2616 remove_ob(tmp); 2606 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2608 }
2620 2609
2621 cure_disease(op,0); /* remove any disease */ 2610 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2611 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2612 if (op->stats.food <= 0)
2624 2613 op->stats.food = 999;
2614
2625 /* create a bodypart-trophy to make the winner happy */ 2615 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2617 {
2618 tmp->name = format ("%s's finger" , &op->name);
2619 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2626 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = "organics";
2628 tmp->insert_at (op, tmp);
2628 { 2629 }
2629 sprintf(buf,"%s's finger",op->name); 2630
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*/ 2631 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2632 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2633 op->contr->braced = 0;
2645 return; 2634 return;
2646 } 2635 }
2647 2636
2648 INVOKE_PLAYER (DEATH, op->contr); 2637 INVOKE_PLAYER (DEATH, op->contr);
2649 2638
2650 command_kill_pets (op, 0); 2639 command_kill_pets (op, 0);
2651 2640
2652 if(op->stats.food<0) { 2641 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 2642
2673 /* save the map location for corpse, gravestone*/ 2643 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2644 x = op->x;
2645 y = op->y;
2646 map = op->map;
2675 2647
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2648 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2649 * 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. 2650 * See the config.h file for a little more in depth detail about this.
2681 */ 2651 */
2682 2652
2683 /* Basically two ways to go - remove a stat permanently, or just 2653 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2654 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2655 * of death.
2686 */ 2656 */
2687#ifndef COZY_SERVER 2657#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2658 if (settings.balanced_stat_loss)
2659 {
2689 /* If stat loss is permanent, lose one stat only. */ 2660 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2661 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2662 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2663 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2664 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2665 little bit harder. */
2695 /* GD */ 2666 /* GD */
2696 if (settings.stat_loss_on_death) 2667 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2668 num_stats_lose = 1;
2698 else 2669 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2670 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2671 }
2672 else
2701 num_stats_lose = 1; 2673 num_stats_lose = 1;
2702 } 2674
2703 lost_a_stat = 0; 2675 lost_a_stat = 0;
2704 2676
2705 for (z=0; z<num_stats_lose; z++) { 2677 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2678 {
2679 i = rndm (NUM_STATS);
2707 2680
2708 if (settings.stat_loss_on_death) { 2681 if (settings.stat_loss_on_death)
2682 {
2709 /* Pick a random stat and take a point off it. Tell the player 2683 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2684 * what he lost.
2711 */ 2685 */
2712 change_attr_value(&(op->stats), i,-1); 2686 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2687 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2688 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2689 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2690 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2691 lost_a_stat = 1;
2718 } else { 2692 }
2693 else
2694 {
2719 /* deplete a stat */ 2695 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2696 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2697 object *dep;
2698
2699 dep = present_arch_in_ob (deparch, op);
2700 if (!dep)
2722 2701 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2702 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2703 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 2704 }
2756 if (lose_this_stat) { 2705 lose_this_stat = 1;
2706 if (settings.balanced_stat_loss)
2707 {
2708 /* GD */
2709 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2710 this_stat = get_attr_value (&(dep->stats), i);
2711 if (this_stat < 0)
2712 {
2713 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2714 int keep_chance = this_stat * this_stat;
2715
2716 /* Yes, I am paranoid. Sue me. */
2717 if (keep_chance < 1)
2718 keep_chance = 1;
2719
2720 /* There is a maximum depletion total per level. */
2721 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2722 {
2723 lose_this_stat = 0;
2724 /* Take loss chance vs keep chance to see if we
2725 retain the stat. */
2726 }
2727 else
2728 {
2729 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2730 lose_this_stat = 0;
2731 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2732 this_stat, keep_chance, loss_chance,
2733 lose_this_stat?"LOSE":"KEEP"); */
2734 }
2735 }
2736 }
2737
2738 if (lose_this_stat)
2739 {
2740 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2741 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2742 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2743 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2744 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2745 * difference.
2763 */ 2746 */
2764 if (this_stat>=-50) { 2747 if (this_stat >= -50)
2748 {
2765 change_attr_value(&(dep->stats), i, -1); 2749 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2750 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2751 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2752 op->update_stats ();
2769 lost_a_stat = 1; 2753 lost_a_stat = 1;
2770 } 2754 }
2771 } 2755 }
2756 }
2772 } 2757 }
2773 } 2758
2774 /* If no stat lost, tell the player. */ 2759 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2760 if (!lost_a_stat)
2776 { 2761 {
2777 /* determine_god() seems to not work sometimes... why is this? 2762 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2763 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2764 const char *god = determine_god (op);
2765
2780 if (god && (strcmp(god, "none"))) 2766 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2767 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" 2768 else
2783 " you.", god); 2769 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 } 2770 }
2771#else
2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788#endif 2773#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 2774
2792 /* Put a gravestone up where the character 'almost' died. List the 2775 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2776 * exp loss on the stone.
2794 */ 2777 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2778 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2779 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2781 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); 2782 &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; 2783 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2785
2809 /**************************************/ 2786 /**************************************/
2810 /* */ 2787 /* */
2811 /* Subtract the experience points, */ 2788 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2789 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2790 /* food, and reset HP's... */
2814 /* */ 2791 /* */
2815 /**************************************/ 2792 /**************************************/
2816 2793
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2794 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2795 /* restore player */
2819 at = find_archetype("poisoning"); 2796 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2797 tmp = present_arch_in_ob (at, op);
2798
2821 if (tmp) { 2799 if (tmp)
2822 remove_ob(tmp); 2800 {
2823 free_object(tmp); 2801 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2803 }
2826 2804
2827 at = find_archetype("confusion"); 2805 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2806 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2807 if (tmp)
2830 remove_ob(tmp); 2808 {
2831 free_object(tmp); 2809 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2811 }
2812
2834 cure_disease(op,0); /* remove any disease */ 2813 cure_disease (op, 0, 0); /* remove any disease */
2835 2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2828 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2839 op->stats.hp = op->stats.maxhp; 2833 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2836
2843 /* 2837 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2838 * 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 2839 * and put them back in the map.
2846 * in the map. 2840 */
2847 */ 2841 op->drop_unpaid_items ();
2848 2842
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 /****************************************/ 2843 /****************************************/
2858 /* */ 2844 /* */
2859 /* Move player to his current respawn- */ 2845 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2846 /* position (usually last savebed) */
2861 /* */ 2847 /* */
2862 /****************************************/ 2848 /****************************************/
2863 2849
2864 enter_player_savebed(op); 2850 enter_player_savebed (op);
2865 2851
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2852 op->contr->braced = 0;
2870 save_player(op,1);
2871 2853
2872 /* it is possible that the player has blown something up 2854 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2855 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2856 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2857 * on the space that might harm the player.
2876 */ 2858 */
2877 will_kill_again=0; 2859 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2861 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2862 will_kill_again |= tmp->attacktype;
2881 } 2863
2882 if (will_kill_again) { 2864 if (will_kill_again)
2865 {
2883 object *force; 2866 object *force;
2884 int at; 2867 int at;
2885 2868
2886 force=get_archetype(FORCE_NAME); 2869 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2870 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2871 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2872 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2873 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2874 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2875 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2876 force->resist[at] = 100;
2894 } 2877
2895 insert_ob_in_ob(force, op); 2878 insert_ob_in_ob (force, op);
2896 fix_player(op); 2879 op->update_stats ();
2897 2880 }
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2881
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2882 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} 2883}
2972 2884
2973 2885void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2886loot_object (object *op)
2887{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2888 object *tmp, *tmp2, *next;
2976 2889
2977 if (op->container) { /* close open sack first */ 2890 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2891
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2892 for (tmp = op->inv; tmp; tmp = next)
2893 {
2982 next=tmp->below; 2894 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2895
2984 remove_ob(tmp); 2896 if (tmp->invisible)
2897 continue;
2898
2899 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2900 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2901
2987 loot_object(tmp); 2902 if (tmp->type == CONTAINER)
2988 } 2903 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2904
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2906 {
2991 if(tmp->nrof>1) { 2907 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2908 {
2993 free_object(tmp2); 2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2911 }
2912 else
2913 tmp->destroy ();
2914 }
2995 } else 2915 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2916 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2917 }
3000} 2918}
3001 2919
3002/* 2920/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2921 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2922 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2923 * was changed.
3006 */ 2924 */
3007 2925void
3008void fix_weight(void) { 2926fix_weight (void)
3009 player *pl; 2927{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2928 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2929 {
3012 if(old == sum) 2930 sint32 old = pl->ob->carrying;
3013 continue; 2931
3014 fix_player(pl->ob); 2932 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2933
3016 pl->ob->name, old, sum); 2934 if (old != pl->ob->carrying)
2935 {
2936 pl->ob->update_stats ();
2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
3017 } 2939 }
3018} 2940}
3019 2941
2942void
3020void fix_luck(void) { 2943fix_luck (void)
3021 player *pl; 2944{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2945 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2946 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2947 pl->ob->change_luck (0);
3025} 2948}
3026
3027 2949
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2950/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2951 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2952 * just treat this as any other spell casting object.
3031 */ 2953 */
3032
3033void 2954void
3034cast_dust (object * op, object * throw_ob, int dir) 2955cast_dust (object *op, object *throw_ob, int dir)
3035{ 2956{
3036 object *skop, *spob; 2957 object *skop, *spob;
3037 2958
3038 skop = find_skill_by_name (op, throw_ob->skill); 2959 skop = find_skill_by_name (op, throw_ob->skill);
3039 2960
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2961 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2962 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2963 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2964 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2965 return;
3046 } 2966 }
3047 2967
3048 spob = throw_ob->inv; 2968 spob = throw_ob->inv;
3049 2969
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2970 // 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 2971 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2972 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2973 if (!spob)
3054 { 2974 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2975 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; 2976 return;
3058 } 2977 }
3059 2978
3060 if (op->type == PLAYER) 2979 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2980 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2981
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2982 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2983
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2984 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2985}
3069 2986
2987void
3070void make_visible (object *op) { 2988make_visible (object *op)
3071 op->hide = 0; 2989{
2990 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2991 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 2992
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) 2993 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2994 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2995 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2996 op->contr->invis_race = 0;
2997 }
2998
2999 update_object (op, UP_OBJ_CHANGE);
3000}
3001
3002int
3003is_true_undead (object *op)
3004{
3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3006 return 1;
3007
3089 return 0; 3008 return 0;
3090} 3009}
3091 3010
3092/* look at the surrounding terrain to determine 3011/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3012 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3013 * indicate greater hideability.
3095 */ 3014 */
3096 3015int
3097int hideability(object *ob) { 3016hideability (object *ob)
3017{
3098 int i,level=0, mflag; 3018 int i, level = 0, mflag;
3099 sint16 x,y; 3019 sint16 x, y;
3100 3020
3101 if(!ob||!ob->map) return 0; 3021 if (!ob || !ob->map)
3022 return 0;
3102 3023
3103 /* so, on normal lighted maps, its hard to hide */ 3024 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3025 level = ob->map->darklevel () - 2;
3105 3026
3106 /* this also picks up whether the object is glowing. 3027 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3028 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3029 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3030 if (has_carried_lights (ob))
3031 level = -(10 + (2 * ob->map->darklevel ()));
3110 3032
3111 /* scan through all nearby squares for terrain to hide in */ 3033 /* 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]) { 3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3037 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3039 if (mflag & P_OUT_OF_MAP)
3040 continue;
3041
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3043 level += 2;
3117 else /* open terrain! */ 3044 else /* open terrain! */
3118 level -= 1; 3045 level -= 1;
3119 } 3046 }
3120 3047
3121#if 0 3048#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3049 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3050#endif
3124 return level; 3051 return level;
3125} 3052}
3126 3053
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3054/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3055 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3056 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3058 */
3132 3059void
3133void do_hidden_move (object *op) { 3060do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3061{
3135 object *skop; 3062 int hide = 0;
3136 3063
3137 if(!op || !op->map) return; 3064 if (!op || !op->map)
3065 return;
3138 3066
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3140 3069
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3071 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3072 if (!skop || num >= skop->level)
3073 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3074 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3075 make_visible (op);
3146 return; 3076 return;
3147 } else num += 20;
3148 } 3077 }
3078 else
3079 num += 20;
3080
3149 num += op->map->difficulty; 3081 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3082 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3083 num -= hide;
3084
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3086 {
3153 make_visible(op); 3087 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3088
3155 "You moved out of hiding! You are visible!"); 3089 if (op->type == PLAYER)
3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3091 }
3157 else if (op->type == PLAYER && skop) { 3092 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3094}
3161 3095
3162/* determine if who is standing near a hostile creature. */ 3096/* determine if who is standing near a hostile creature. */
3163 3097
3098int
3164int stand_near_hostile( object *who ) { 3099stand_near_hostile (object *who)
3100{
3165 object *tmp=NULL; 3101 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3102 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3103 maptile *m;
3168 sint16 x,y; 3104 sint16 x, y;
3169 3105
3170 if(!who) return 0; 3106 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; 3107 return 0;
3108
3109 if (who->type == PLAYER)
3110 player = 1;
3111
3112 else
3113 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3114
3115 /* search adjacent squares */
3116 for (i = 1; i < 9; i++)
3117 {
3118 x = who->x + freearr_x[i];
3119 y = who->y + freearr_y[i];
3120 m = who->map;
3121 mflags = get_map_flags (m, &m, x, y, &x, &y);
3122 /* space must be blocked if there is a monster. If not
3123 * blocked, don't need to check this space.
3124 */
3125 if (mflags & P_OUT_OF_MAP)
3126 continue;
3127 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3128 continue;
3129
3130 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3131 {
3132 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3133 return 1;
3134 else if (tmp->type == PLAYER)
3135 {
3136 /*don't let a hidden DM prevent you from hiding */
3137 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3138 return 1;
3139 }
3140 }
3141 }
3142 return 0;
3200} 3143}
3201 3144
3202/* check the player los field for viewability of the 3145/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3146 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3147 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3148 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3149 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3150 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3151 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3152 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3153 * 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. 3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3155 * -b.t.
3213 * This function is now map tiling safe. 3156 * This function is now map tiling safe.
3214 */ 3157 */
3215 3158int
3216int player_can_view (object *pl,object *op) { 3159player_can_view (object *pl, object *op)
3160{
3217 rv_vector rv; 3161 rv_vector rv;
3218 int dx,dy; 3162 int dx, dy;
3219 3163
3220 if(pl->type!=PLAYER) { 3164 if (pl->type != PLAYER)
3165 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3166 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; 3167 return -1;
3247 op = op->more;
3248 } 3168 }
3169
3170 if (!pl || !op)
3249 return 0; 3171 return 0;
3172
3173 op = op->head_ ();
3174
3175 get_rangevector (pl, op, &rv, 0x1);
3176
3177 /* starting with the 'head' part, lets loop
3178 * through the object and find if it has any
3179 * part that is in the los array but isn't on
3180 * a blocked los square.
3181 * we use the archetype to figure out offsets.
3182 */
3183 while (op)
3184 {
3185 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y;
3187
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1;
3194
3195 op = op->more;
3196 }
3197
3198 return 0;
3250} 3199}
3251 3200
3252/* routine for both players and monsters. We call this when 3201/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3202 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3203 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 3204 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 3205 * return 0.
3257 */ 3206 */
3207int
3258int action_makes_visible (object *op) { 3208action_makes_visible (object *op)
3259 3209{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3211 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3262 return 0; 3219 return 0;
3220 }
3263 3221
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3222 if (op->contr && op->contr->tmp_invis == 0)
3223 return 0;
3265 3224
3266 /* If monsters, they should become visible */ 3225 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3227 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3269 return 1; 3229 return 1;
3270 } 3230 }
3271 } 3231 }
3232
3272 return 0; 3233 return 0;
3273} 3234}
3274 3235
3275/* op_on_battleground - checks if the given object op (usually 3236/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3237 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3238 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3239 * -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 3240 * 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 3241 * 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 3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3243 */
3244int
3283int op_on_battleground (object *op, int *x, int *y) { 3245op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3246{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3247 /* 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), 3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3250 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3251 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3252 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3254 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3256 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3258 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3261 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3262 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3264 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3266 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3268 {
3269 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3272 return 1;
3273 }
3274 }
3275 }
3276
3277 if (x && y)
3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3305 return 1; 3280 return 1;
3306 } 3281 }
3307 } 3282 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3283 }
3313 } 3284
3314 }
3315 /* If we got here, did not find a battleground */ 3285 /* If we got here, did not find a battleground */
3316 return 0; 3286 return 0;
3317} 3287}
3318 3288
3319/* 3289/*
3323 * attributes: 3293 * attributes:
3324 * object *who the dragon player 3294 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3295 * int atnr the attack-number of the ability focus
3326 * int level ability level 3296 * int level ability level
3327 */ 3297 */
3298void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3299dragon_ability_gain (object *who, int atnr, int level)
3300{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3301 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3302 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3303 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3304 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3305 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3306 int i = 0, j = 0;
3335 3307
3336 /* get the appropriate treasurelist */ 3308 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3309 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3311 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3313 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3315 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3317
3346 if (trlist == NULL || who->type != PLAYER) 3318 if (trlist == NULL || who->type != PLAYER)
3347 return; 3319 return;
3348 3320
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3322
3351 3323 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3324 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3326 return;
3355 } 3327 }
3356 3328
3357 /* everything seems okay - now bring on the gift: */ 3329 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3330 item = tr->item;
3359 3331
3360 if (item->type == SPELL) { 3332 if (item->type == SPELL)
3333 {
3361 if (check_spell_known (who, item->name)) 3334 if (check_spell_known (who, item->name))
3362 return; 3335 return;
3363 3336
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3337 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); 3338 do_learn_spell (who, item, 0);
3366 return; 3339 return;
3367 } 3340 }
3368 3341
3369 /* grant direct spell */ 3342 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3343 if (item->type == SPELLBOOK)
3344 {
3371 if (!item->inv) { 3345 if (!item->inv)
3346 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3347 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3348 return;
3375 } 3349 }
3376 if (check_spell_known (who, item->inv->name)) 3350 if (check_spell_known (who, item->inv->name))
3377 return; 3351 return;
3378 if (item->invisible) { 3352 if (item->invisible)
3353 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3354 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); 3355 do_learn_spell (who, item->inv, 0);
3381 return; 3356 return;
3382 } 3357 }
3383 } 3358 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3359 else if (item->type == SKILL_TOOL && item->invisible)
3360 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3361 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3362 {
3386 3363
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3364 /* 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 3365 * 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, 3366 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3367 * but not all of them, he gets nothing.
3391 */ 3368 */
3392 if (!(skop->attacktype & item->attacktype)) { 3369 if (!(skop->attacktype & item->attacktype))
3370 {
3393 /* Give new attacktype */ 3371 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3372 skop->attacktype |= item->attacktype;
3395 3373
3396 /* always add physical if there's none */ 3374 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3375 skop->attacktype |= AT_PHYSICAL;
3398 3376
3399 if (item->msg != NULL) 3377 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3378 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3379
3402 /* Give player new face */ 3380 /* Give player new face */
3403 if (item->animation_id) { 3381 if (item->animation_id)
3382 {
3404 who->face = skop->face; 3383 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3384 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3385 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3386 who->last_anim = 0;
3408 who->state = 0; 3387 who->state = 0;
3409 animate_object(who, who->direction); 3388 animate_object (who, who->direction);
3410 } 3389 }
3390 }
3391 }
3411 } 3392 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3393 else if (item->type == FORCE)
3394 {
3415 /* forces in the treasurelist can alter the player's stats */ 3395 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3396 object *skin;
3397
3417 /* first get the dragon skin force */ 3398 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3400 ;
3420 if (skin == NULL) return; 3401
3421 3402 if (!skin)
3403 return;
3404
3422 /* adding new spellpath attunements */ 3405 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3406 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3407 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3408 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3409
3426 /* print message */ 3410 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3411 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3412 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3413 {
3430 if (j) 3414 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3415 {
3432 else 3416 if (j)
3433 j = 1; 3417 strcat (buf, " and ");
3418 else
3419 j = 1;
3434 strcat(buf, spellpathnames[i]); 3420 strcat (buf, spellpathnames[i]);
3435 } 3421 }
3436 } 3422 }
3437 strcat(buf,"."); 3423 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3425 }
3440 3426
3441 /* evtl. adding flags: */ 3427 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3428 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3429 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3430 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3431 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3432 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3433 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3434
3449 /* print message if there is one */ 3435 /* print message if there is one */
3450 if (item->msg != NULL) 3436 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3438 }
3439 else
3452 } 3440 {
3453 else {
3454 /* generate misc. treasure */ 3441 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3442 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3443 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); 3444 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3445 }
3461} 3446}
3462 3447
3463/** 3448/**
3464 * Unready an object for a player. This function does nothing if the object was 3449 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3450 * not readied.
3466 */ 3451 */
3452void
3467void player_unready_range_ob(player *pl, object *ob) { 3453player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3454{
3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3469 3457
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3458 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3459 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3460
3473 if (pl->shoottype == i) { 3461 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3462 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3463}
3464
3465sint8
3466player::darkness_at (maptile *map, int x, int y) const
3467{
3468 if (ns)
3469 return LOS_BLOCKED;
3470
3471 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return LOS_BLOCKED;
3474
3475 x += dx - ns->current_x;
3476 y += dy - ns->current_y;
3477
3478 return blocked_los (x, y);
3479}
3480
3481void
3482player::infobox (const char *title, const char *msg, int color)
3483{
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485}
3486
3487void
3488player::statusmsg (const char *msg, int color)
3489{
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491}
3492
3493void
3494player::failmsg (const char *msg, int color)
3495{
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498}
3499

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