ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.220 by root, Sun Dec 28 16:35:32 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];
1169
1170 976
1171 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1173 return 1; 979 return 1;
1174 980
1175 op_tag = op->count;
1176
1177 next = op->below; 981 next = op->below;
1178 if (next) 982
1179 next_tag = next->count; 983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 985
1181 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 987 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 988 while (next && !next->destroyed ())
1184 { 989 {
1185 tmp = next; 990 tmp = next;
1186 next = tmp->below; 991 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 992
1190 if (was_destroyed (op, op_tag)) 993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
999 if (op->destroyed ())
1191 return 0; 1000 return 0;
1192 1001
1193 if ( ! can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1194 continue; 1003 continue;
1195 1004
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1006 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1200 continue; 1010 continue;
1201 } 1011 }
1202 1012
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 1013 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1014 if (op->contr->mode & PU_DEBUG)
1240 { 1015 {
1241 /* some debugging code to figure out item information */ 1016 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1017 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1018 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1019 &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))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1020 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1021 &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)))); 1022
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1280 /* philosophy: 1032 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1033 * 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 1034 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1035 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1036 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1037 * example.
1286 * The drawback: right now it has no frontend, so you need to 1038 * 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 1039 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1040 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 1043 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1044 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1045 * meaning if any test passes, the item gets picked up. */
1294 1046
1295 /* if mode is set to pick nothing up, return */ 1047 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1298 1050
1299 /* if mode is set to stop when encountering objects, return */ 1051 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1052 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1053 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1304 1056
1305 /* useful for going into stores and not losing your settings... */ 1057 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1058 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1059 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1309 1062
1310 /* prevent us from turning into auto-thieves :) */ 1063 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1312 1066
1313 /* ignore known cursed objects */ 1067 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1315 1070
1316 /* all food and drink if desired */ 1071 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1072 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1073 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1074 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1321 if(op->contr->mode & PU_DRINK) 1080 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1081 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; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1324 1086
1325 if(op->contr->mode & PU_POTION) 1087 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1088 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1328 1093
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1094 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1095 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1096 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1333 if(op->contr->mode & PU_SKILLSCROLL) 1102 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1103 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1336 if(op->contr->mode & PU_READABLES) 1109 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1339 1115
1340 /* wands/staves/rods/horns */ 1116 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1344 1123
1345 /* pick up all magical items */ 1124 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1125 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1126 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; } 1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1349 1131
1350 if(op->contr->mode & PU_VALUABLES) 1132 if (op->contr->mode & PU_VALUABLES)
1351 { 1133 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1134 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1135 {
1136 CHK_PICK_PICKUP;
1137 continue;
1138 }
1354 } 1139 }
1355 1140
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1142 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1143 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1360 1156
1361 /* bows and arrows. Bows are good for selling! */ 1157 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1158 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1159 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1365 if(op->contr->mode & PU_ARROW) 1165 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1166 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1368 1171
1369 /* all kinds of armor etc. */ 1172 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1173 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1174 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1373 if(op->contr->mode & PU_HELMET) 1180 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1181 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1376 if(op->contr->mode & PU_SHIELD) 1187 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1188 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1379 if(op->contr->mode & PU_BOOTS) 1194 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1195 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1382 if(op->contr->mode & PU_GLOVES) 1201 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1202 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1385 if(op->contr->mode & PU_CLOAK) 1208 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1209 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1388 1214
1389 /* hoping to catch throwing daggers here */ 1215 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1216 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1393 1222
1394 /* careful: chairs and tables are weapons! */ 1223 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1224 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1225 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1226 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1227 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1230 {
1402 } 1231 CHK_PICK_PICKUP;
1232 continue;
1233 }
1234 }
1235
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1236 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1237 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1239 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1240 CHK_PICK_PICKUP;
1408 } 1241 continue;
1242 }
1243 }
1409 } 1244 }
1410 1245
1411 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1249 {
1250 CHK_PICK_PICKUP;
1251 continue;
1252 }
1415 1253
1416 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1255 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1419 { 1257 {
1420 /* use value density to decide what else to grab */ 1258 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1259 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1260 /* >=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 */ 1261 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1262 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1264 {
1427 pick_up(op, tmp);
1428#if 0 1265#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1267 if (tmp->name != NULL)
1268 {
1431 fprintf(stderr,"%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1432 } 1270 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1271 else
1272 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1275#endif
1437 continue; 1276 CHK_PICK_PICKUP;
1438 } 1277 continue;
1278 }
1279 } /* the new pickup model */
1439 } 1280 }
1440 } /* the new pickup model */ 1281
1441 }
1442 return ! stop; 1282 return !stop;
1443} 1283}
1444 1284
1445/* 1285/*
1446 * Find an arrow in the inventory and after that 1286 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1287 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1288 * found object is returned.
1449 */ 1289 */
1290object *
1450object *find_arrow(object *op, const char *type) 1291find_arrow (object *op, const char *type)
1451{ 1292{
1452 object *tmp = NULL; 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1453 1296
1454 for(op=op->inv; op; op=op->below) 1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1299 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1300 {
1458 else if (op->type==ARROW && op->race==type) 1301 splay (tmp);
1302 return arrow;
1303 }
1304
1459 return op; 1305 return 0;
1460 return tmp;
1461} 1306}
1462 1307
1463/* 1308/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * 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 1310 * 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 1311 * 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. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1313 */
1469 1314object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1316{
1472 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1474 1319
1475 if (!type) 1320 if (!type)
1476 return NULL; 1321 return NULL;
1477 1322
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1323 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1324 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1326 {
1327 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1328 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1329 if (i > betterby)
1484 tmp = ntmp; 1330 {
1485 betterby = i; 1331 tmp = ntmp;
1486 } 1332 betterby = i;
1333 }
1334 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1335 else if (arrow->type == ARROW && arrow->race == type)
1336 {
1488 /* allways prefer assasination/slaying */ 1337 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1339 {
1491 if (arrow->attacktype & AT_DEATH) { 1340 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1341 {
1493 return arrow; 1342 *better = 100;
1494 } else { 1343 return arrow;
1495 tmp = arrow; 1344 }
1345 else
1346 {
1347 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1348 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1349 }
1498 } else { 1350 }
1351 else
1352 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1353 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1354 {
1500 attacktype = 1<<attacknum; 1355 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1356 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1357 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1358 {
1359 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1361 }
1506 } 1362 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1364 {
1365 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1366 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1367 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1368 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1369 {
1370 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1371 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1372 }
1373 }
1374 }
1515 } 1375 }
1516 } 1376
1517 }
1518 if (tmp == NULL && arrow == NULL) 1377 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1378 return find_arrow (op, type);
1520 1379
1521 *better = betterby; 1380 *better = betterby;
1522 return tmp; 1381 return tmp;
1523} 1382}
1524 1383
1525/* looks in a given direction, finds the first valid target, and calls 1384/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1385 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1386 * op = the shooter
1528 * type = bow->race 1387 * type = bow->race
1529 * dir = fire direction 1388 * dir = fire direction
1530 */ 1389 */
1531 1390object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1391pick_arrow_target (object *op, const char *type, int dir)
1533{ 1392{
1534 object *tmp = NULL; 1393 object *tmp = NULL;
1535 mapstruct *m; 1394 maptile *m;
1536 int i, mflags, found, number; 1395 int i, mflags, found, number;
1537 sint16 x, y; 1396 sint16 x, y;
1538 1397
1539 if (op->map == NULL) 1398 if (op->map == NULL)
1540 return find_arrow(op, type); 1399 return find_arrow (op, type);
1541 1400
1542 /* do a dex check */ 1401 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1402 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))) 1403 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1404 return find_arrow (op, type);
1546 1405
1547 m = op->map; 1406 m = op->map;
1548 x = op->x; 1407 x = op->x;
1549 y = op->y; 1408 y = op->y;
1550 1409
1551 /* find the first target */ 1410 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1411 for (i = 0, found = 0; i < 20; i++)
1412 {
1553 x += freearr_x[dir]; 1413 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1414 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1415 mflags = get_map_flags (m, &m, x, y, &x, &y);
1416
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1417 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1418 {
1558 break; 1419 tmp = 0;
1420 break;
1421 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1422 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1423 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1424 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1425 * perhaps a bad assumption.
1562 */ 1426 */
1563 tmp = NULL; 1427 tmp = 0;
1564 break; 1428 break;
1565 } 1429 }
1430
1566 if (mflags & P_IS_ALIVE) { 1431 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1432 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1434 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1435 }
1576 if (tmp == NULL) 1436
1437 if (!tmp)
1577 return find_arrow(op, type); 1438 return find_arrow (op, type);
1578 1439
1579 if (tmp->head) 1440 if (tmp->head)
1580 tmp = tmp->head; 1441 tmp = tmp->head;
1581 1442
1582 return find_better_arrow(op, tmp, type, &i); 1443 return find_better_arrow (op, tmp, type, &i);
1583} 1444}
1584 1445
1585/* 1446/*
1586 * Creature fires a bow - op can be monster or player. Returns 1447 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1448 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1451 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1452 * 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 1453 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1454 * player fire modes.
1594 */ 1455 */
1456int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1457fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1458{
1598 object *left, *bow; 1459 object *left, *bow;
1599 tag_t left_tag, tag; 1460 int mflags;
1600 int bowspeed, mflags; 1461 maptile *m;
1601 mapstruct *m;
1602 1462
1603 if (!dir) { 1463 if (!dir)
1464 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1465 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1466 return 0;
1467 }
1468
1469 if (op->contr)
1470 bow = op->current_weapon;
1471 else
1606 } 1472 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1473 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1474 /* 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. 1475 * don't need to switch back and forth between bows and weapons.
1613 */ 1476 */
1614 if(bow->type==BOW) 1477 if (bow->type == BOW)
1615 break; 1478 break;
1616 1479
1617 if (!bow) { 1480 if (!bow)
1481 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1483 return 0;
1620 } 1484 }
1485
1486 // optimisation: move object to top so we will find it quickly again
1487 if (bow->below)
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1621 } 1492 }
1493
1622 if( !bow->race || !bow->skill) { 1494 if (!bow->race || !bow->skill)
1495 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1497 return 0;
1625 } 1498 }
1626 1499
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) { 1500 if (arrow == NULL)
1501 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1502 if ((arrow = find_arrow (op, bow->race)) == NULL)
1503 {
1637 if (op->type == PLAYER) 1504 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1505 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 */ 1506 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1507 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1508 CLEAR_FLAG (op, FLAG_READY_BOW);
1509
1643 return 0; 1510 return 0;
1644 } 1511 }
1645 } 1512 }
1513
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1514 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1515 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1516 return 0;
1649 } 1517
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1518 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1519 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1520 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1521 return 0;
1653 } 1522 }
1654 1523
1655 /* this should not happen, but sometimes does */ 1524 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1525 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1526 {
1527 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1528 arrow->destroy ();
1529 return 0;
1530 }
1661 1531
1662 left = arrow; /* these are arrows left to the player */ 1532 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1533 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1534 if (!arrow)
1665 if (arrow == NULL) { 1535 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1536 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1537 return 0;
1668 return 0;
1669 } 1538 }
1670 set_owner(arrow, op); 1539
1671 if (arrow->skill) free_string(arrow->skill); 1540 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1541 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1542 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1543
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 */ 1544 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1545 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1546 arrow->stats.grace = arrow->attacktype;
1547
1687 if (arrow->slaying != NULL) 1548 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1549 arrow->spellarg = strdup (arrow->slaying);
1689 1550
1690 /* Note that this was different for monsters - they got their level 1551#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1552 if (player *pl = op->contr)
1692 */
1693 1553 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1554 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1555
1556 /* penalize ROF for bestarrow */
1557 if (pl->bowtype == bow_bestarrow)
1558 speed *= .9f;
1559 else
1560 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1561
1562 op->speed_left += speed - op->speed;
1563 }
1564#endif
1565
1566 SET_ANIMATION (arrow, arrow->direction);
1567
1698 /* update the speed */ 1568 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1569 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]) + 1570 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1571
1704 if (arrow->speed < 1.0) 1572 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1573 arrow->speed_left = 0;
1708 1574
1575 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1576
1709 if (op->type == PLAYER) { 1577 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1578 {
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; 1579 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1580 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1581
1582 if (!arrow->slaying)
1583 arrow->slaying = op->slaying;
1584
1585 arrow->attacktype |= op->attacktype;
1586 }
1587 else
1588 {
1720 arrow->level = op->level; 1589 arrow->level = op->level;
1721 } 1590 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1591
1592 if (!arrow->slaying)
1593 arrow->slaying = bow->slaying;
1594
1723 arrow->attacktype |= bow->attacktype; 1595 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1596 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1597
1727 arrow->map = m; 1598 wc -= arrow->level;
1599 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1600
1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1602 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1604
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1605 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1606 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1607
1735 if (!was_destroyed(arrow, tag)) 1608 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1609 move_arrow (arrow);
1737 1610
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; 1611 return 1;
1745} 1612}
1746 1613
1747/* Special fire code for players - this takes into 1614/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1615 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1616 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1617 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1618 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1619 * hence the function name.
1753 */ 1620 */
1621int
1754int player_fire_bow(object *op, int dir) 1622player_fire_bow (object *op, int dir)
1755{ 1623{
1756 int ret=0, wcmod=0; 1624 int ret;
1757 1625
1758 if (op->contr->bowtype == bow_bestarrow) { 1626 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1627 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1628 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); 1629 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1630 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1631 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1632 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, 1633 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1634 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1635 else if (op->contr->bowtype == bow_threewide)
1636 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1637 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)]); 1638 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)]); 1639 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1640 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1641 else if (op->contr->bowtype == bow_spreadshot)
1642 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1643 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); 1644 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); 1645 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1646 }
1776 } else { 1647 else
1648 {
1777 /* Simple case */ 1649 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1650 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1651 }
1652
1780 return ret; 1653 return ret;
1781} 1654}
1782
1783 1655
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1656/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1657 * Broken apart from 'fire' to keep it more readable.
1786 */ 1658 */
1659void
1787void fire_misc_object(object *op, int dir) 1660fire_misc_object (object *op, int dir)
1788{ 1661{
1789 object *item; 1662 object *item = op->contr->ranged_ob;
1790 1663
1791 if (!op->contr->ranges[range_misc]) { 1664 if (!item)
1665 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1667 return;
1794 } 1668 }
1795 1669
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1670 if (!item->inv)
1671 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1672 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1673 return;
1800 } 1674 }
1801 if (item->type == WAND) { 1675
1802 if(item->stats.food<=0) { 1676 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; 1677 return;
1806 } 1678
1679 if (item->type == WAND)
1680 {
1681 if (item->stats.food <= 0)
1682 {
1683 op->contr->play_sound (sound_find ("wand_poof"));
1684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1685
1686 return;
1687 }
1688 }
1689 else if (item->type == ROD || item->type == HORN)
1690 {
1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692
1693 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1696 {
1697 op->contr->play_sound (sound_find ("wand_poof"));
1698
1699 if (item->type == ROD)
1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1701 else
1702 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1703
1704 return;
1705 }
1706 }
1707
1708 if (cast_spell (op, item, dir, item->inv, NULL))
1709 {
1710 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711
1712 if (item->type == WAND)
1713 {
1714 if (!(--item->stats.food))
1715 {
1716 object *tmp;
1717
1718 if (item->arch)
1719 {
1720 CLEAR_FLAG (item, FLAG_ANIMATE);
1721 item->face = item->arch->face;
1722 item->set_speed (0);
1723 }
1724
1725 if (object *pl = item->visible_to ())
1726 esrv_update_item (UPD_ANIM, pl, item);
1727 }
1728 }
1807 } else if (item->type == ROD || item->type==HORN) { 1729 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); 1730 drain_rod_charge (item);
1837 }
1838 } 1731 }
1839} 1732}
1840 1733
1841/* Received a fire command for the player - go and do it. 1734/* Received a fire command for the player - go and do it.
1842 */ 1735 */
1736bool
1843void fire(object *op,int dir) { 1737fire (object *op, int dir)
1738{
1844 int spellcost=0; 1739 int spellcost = 0;
1845 1740
1741 player *pl = op->contr;
1742
1743 if (pl->golem)
1744 {
1745 control_golem (op->contr->golem, dir);
1746 return false;
1747 }
1748
1749 object *ob = pl->ranged_ob;
1750
1751 if (!ob)
1752 return false;
1753
1754 if (op->speed_left > 0.f)
1755 --op->speed_left;
1756 else
1757 return false;
1758
1759 if (!op->change_weapon (ob))
1760 return false;
1761
1846 /* check for loss of invisiblity/hide */ 1762 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1763 if (action_makes_visible (op))
1764 make_visible (op);
1848 1765
1849 switch(op->contr->shoottype) { 1766 switch (ob->type)
1850 case range_none: 1767 {
1851 return; 1768 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1769 player_fire_bow (op, dir);
1855 return; 1770 break;
1856 1771
1857 case range_magic: /* Casting spells */ 1772 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1773 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1774 break;
1860 1775
1861 case range_misc: 1776 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 ); 1777 apply_map_builder (op, dir);
1886 return; 1778 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1779
1780 case SKILL:
1781 do_skill (op, op, ob, dir, 0);
1782 break;
1893 1783
1784 default:
1785 fire_misc_object (op, dir);
1786 break;
1787 }
1788
1789 return true;
1790}
1894 1791
1895/* find_key 1792/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1793 * 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 1794 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1795 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1797 * pl is the player,
1901 * inv is the objects inventory to searched 1798 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1799 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1800 * This function can be called recursively to search containers.
1904 */ 1801 */
1905 1802object *
1906object * find_key(object *pl, object *container, object *door) 1803find_key (object *pl, object *container, object *door)
1907{ 1804{
1908 object *tmp,*key; 1805 object *tmp, *key;
1909 1806
1910 /* Should not happen, but sanity checking is never bad */ 1807 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1808 if (!container->inv)
1809 return 0;
1912 1810
1913 /* First, lets try to find a key in the top level inventory */ 1811 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1812 for (tmp = container->inv; tmp; tmp = tmp->below)
1813 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1814 if (door->type == DOOR && tmp->type == KEY)
1815 break;
1916 /* For sanity, we should really check door type, but other stuff 1816 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1817 * (like containers) can be locked with special keys
1918 */ 1818 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1819 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1820 break;
1921 } 1821 }
1822
1922 /* No key found - lets search inventories now */ 1823 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1824 /* 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 1825 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1826 * a key, return
1926 */ 1827 */
1927 if (!tmp) { 1828 if (!tmp)
1829 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1830 for (tmp = container->inv; tmp; tmp = tmp->below)
1831 {
1929 /* No reason to search empty containers */ 1832 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1833 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1834 {
1835 if ((key = find_key (pl, tmp, door)))
1836 return key;
1837 }
1838 }
1839
1840 if (!tmp)
1841 return NULL;
1932 } 1842 }
1933 } 1843
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1844 /* 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 1845 * see if we actually want to use it
1938 */ 1846 */
1939 if (pl!=container) { 1847 if (pl != container)
1848 {
1940 /* Only let players use keys in containers */ 1849 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1850 if (!pl->contr)
1851 return NULL;
1942 /* cases where this fails: 1852 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1853 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1854 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1855 * If the container is not active, return now since only active
1946 * containers can be used. 1856 * containers can be used.
1947 * If we only search keyrings and the container does not have 1857 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1858 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1859 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1860 * inv must have been an container and must have been active.
1951 * 1861 *
1952 * Change the color so that the message doesn't disappear with 1862 * Change the color so that the message doesn't disappear with
1953 * all the others. 1863 * all the others.
1954 */ 1864 */
1955 if (pl->contr->usekeys == key_inventory || 1865 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1866 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1867 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1868 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1869 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1870 "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; 1871 return NULL;
1964 } 1872 }
1965 } 1873 }
1874
1966 return tmp; 1875 return tmp;
1967} 1876}
1968 1877
1969/* moved door processing out of move_player_attack. 1878/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1879 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1880 * such that the caller should not do anything more,
1972 * 0 otherwise 1881 * 0 otherwise
1973 */ 1882 */
1883static int
1974static int player_attack_door(object *op, object *door) 1884player_attack_door (object *op, object *door)
1975{ 1885{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1886 /* 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 - 1887 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1888 * otherwise, we fall through to the rest of the code.
1980 */ 1889 */
1981 object *key=find_key(op, op, door); 1890 object *key = find_key (op, op, door);
1982 1891
1983 /* IF we found a key, do some extra work */ 1892 /* If we found a key, do some extra work */
1984 if (key) { 1893 if (key)
1894 {
1985 object *container=key->env; 1895 object *container = key->env;
1986 1896
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1897 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1898 make_visible (op);
1899
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1900 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1901 spring_trap (door->inv, op);
1902
1990 if (door->type == DOOR) { 1903 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1904 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1905 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1906 {
1995 "You open the door with the %s", query_short_name(key)); 1907 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1908 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1909 }
1910
1998 /* Do this after we print the message */ 1911 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1912 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1913
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1914 return 1; /* Nothing more to do below */
1915 }
2004 } else if (door->type==LOCKED_DOOR) { 1916 else if (door->type == LOCKED_DOOR)
1917 {
2005 /* Might as well return now - no other way to open this */ 1918 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1919 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1920 return 1;
2008 } 1921 }
1922
2009 return 0; 1923 return 0;
2010} 1924}
2011 1925
2012/* This function is just part of a breakup from move_player. 1926/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1927 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1928 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1929 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1930 * going to try and move (not fire weapons).
2017 */ 1931 */
2018 1932bool
2019void move_player_attack(object *op, int dir) 1933move_player_attack (object *op, int dir)
2020{ 1934{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1935 int on_battleground;
2024 mapstruct *m;
2025 1936
2026 nx=freearr_x[dir]+op->x; 1937 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1938 sint16 ny = freearr_y[dir] + op->y;
2028 1939
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1940 on_battleground = op_on_battleground (op, 0, 0);
2030 1941
1942 if (out_of_map (op->map, nx, ny))
1943 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
1950
2031 /* If braced, or can't move to the square, and it is not out of the 1951 /* 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 1952 * 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 1953 * 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 1954 * 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 1955 * 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 1956 * 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 1957 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1958 * move_ob uses.
2039 */ 1959 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1960 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 1961
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1962 /* 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. 1963 * 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 1964 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1965 * on the space
2057 */ 1966 */
2058 while (tmp!=NULL) { 1967 object *mon;
2059 if (tmp == op) { 1968 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1969 {
2061 continue; 1970 if ((mon->flag [FLAG_ALIVE]
1971 || mon->type == LOCKED_DOOR
1972 || mon->flag [FLAG_CAN_ROLL])
1973 && mon != op)
1974 break;
2062 } 1975 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1976
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 */ 1977 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1978 return false; /* into a wall */
2074 1979
2075 if(mon->head != NULL)
2076 mon = mon->head; 1980 mon = mon->head_ ();
2077 1981
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1982 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1983 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1984 if (player_attack_door (op, mon))
1985 {
1986 --op->contr->weapon_sp_left;
1987 return true;
1988 }
2080 1989
2081 /* The following deals with possibly attacking peaceful 1990 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1991 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1992 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1993 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1994 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1995 * and thus will not push them.
2087 */ 1996 */
2088 1997
2089 /* If the creature is a pet, push it even if the player is not 1998 /* 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 1999 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2000 * player owns it and it is either friendly or unagressive.
2092 */ 2001 */
2093 if ((op->type==PLAYER) 2002 if (op->type == PLAYER
2094#if COZY_SERVER 2003 && ((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)) 2004 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2005 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2006 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2007 {
2106 /* If we're braced, we don't want to switch places with it */ 2008 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2009 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2010 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2011
2012 if (op->speed_left > 0.f)
2013 {
2014 --op->speed_left;
2015
2016 op->play_sound (sound_find ("push_player"));
2017 push_ob (mon, dir, op);
2018
2019 if (action_makes_visible (op))
2020 make_visible (op);
2021
2022 return true;
2023 }
2024 else
2025 return false;
2026 }
2027
2114 /* in certain circumstances, you shouldn't attack friendly 2028 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2029 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2030 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2031 * attack them either.
2118 */ 2032 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2033 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2034 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2035 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2036 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2037 && !on_battleground))
2038 {
2039 if (op->speed_left > 0.f)
2040 {
2041 --op->speed_left;
2042
2043 if (!op->contr->braced)
2128 )) { 2044 {
2129 if (!op->contr->braced) { 2045 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2046 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2047 }
2132 } else { 2048 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2049 op->statusmsg ("You withhold your attack");
2050
2051 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2052 make_visible (op);
2053
2054 return true;
2055 }
2134 } 2056 }
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 2057 /* 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. 2058 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2059 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2060 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2061 {
2062 if (op->speed_left > 0.f)
2063 {
2064 --op->speed_left;
2065
2142 recursive_roll(mon,dir,op); 2066 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2067 if (action_makes_visible (op))
2144 } 2068 make_visible (op);
2145 2069
2070 return true;
2071 }
2072 }
2146 /* Any generic living creature. Including things like doors. 2073 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2074 * 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: 2075 * 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 2076 * 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. 2077 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2078 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2079 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2080 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2081 {
2082 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2083 {
2084 --op->contr->weapon_sp_left;
2156 2085
2157 /* If the player hasn't hit something this tick, and does 2086 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 2087
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2088 if (action_makes_visible (op))
2089 make_visible (op);
2090
2091 return true;
2092 }
2166 } 2093 }
2167 2094
2168 skill_attack(mon, op, 0, NULL, NULL); 2095 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} 2096}
2186 2097
2098bool
2187int move_player(object *op,int dir) { 2099move_player (object *op, int dir)
2100{
2188 int pick; 2101 int pick;
2189 2102
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2103 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; 2104 return 0;
2105
2106 /* Sanity check: make sure dir is valid */
2107 if ((dir < 0) || (dir >= 9))
2108 {
2109 LOG (llevError, "move_player: invalid direction %d\n", dir);
2110 return 0;
2111 }
2112
2113 /* peterm: added following line */
2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2115 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2116
2117 op->facing = dir;
2118
2119 if (op->flag [FLAG_HIDDEN])
2120 do_hidden_move (op);
2121
2122 bool retval;
2123
2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2125 retval = RESULT_INT (0);
2126 else if (op->contr->fire_on)
2127 retval = fire (op, dir);
2128 else
2129 {
2130 retval = move_player_attack (op, dir);
2131 pick = check_pick (op);
2132 }
2133
2134 /* Add special check for newcs players and fire on - this way, the
2135 * server can handle repeat firing.
2136 */
2137 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2138 op->direction = dir;
2139 else
2140 op->direction = 0;
2141
2142 /* Update how the player looks. Use the facing, so direction may
2143 * get reset to zero. This allows for full animation capabilities
2144 * for players.
2145 */
2146 animate_object (op, op->facing);
2147
2148 return retval;
2229} 2149}
2230 2150
2231/* This is similar to handle_player, below, but is only used by the 2151/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2152 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2153 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2154 * the new speed values for commands.
2235 * 2155 *
2236 * Returns true if there are more actions we can do. 2156 * Returns true if there are more actions we can do. Should not do
2157 * many actions in a row, as that would be too unfair to other
2158 * players.
2237 */ 2159 */
2160bool
2238int handle_newcs_player(object *op) 2161handle_newcs_player (object *op)
2239{ 2162{
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)) { 2163 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 } 2164 {
2165 if (op->speed_left > 0.f)
2166 {
2167 --op->speed_left;
2168 flee_player (op);
2264 2169
2265 /* I've been seeing crashes where the golem has been destroyed, but 2170 return true;
2266 * the player object still points to the defunct golem. The code that 2171 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2172 else
2268 * put this in a a workaround to clean up the golem pointer. 2173 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 } 2174 }
2276 2175
2277 /* call this here - we also will call this in do_ericserver, but 2176 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2177 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2178 * called, so we recheck it here.
2280 */ 2179 */
2281 HandleClient(&op->contr->socket, op->contr); 2180 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2181 return true;
2283 2182
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2183 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); 2184 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2185
2294 else return 0; 2186 return false;
2295 } 2187}
2188
2189int
2190save_life (object *op)
2191{
2192 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2193 return 0;
2297}
2298 2194
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) 2195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2197 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2198 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2199 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2200
2311 if (op->contr) 2201 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2202 CLEAR_FLAG (op, FLAG_LIFESAVE);
2203
2316 if(op->stats.hp<0) 2204 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2205 op->stats.hp = op->stats.maxhp;
2206
2318 if(op->stats.food<0) 2207 if (op->stats.food < 0)
2319 op->stats.food = 999; 2208 op->stats.food = 999;
2320 fix_player(op); 2209
2210 op->update_stats ();
2321 return 1; 2211 return 1;
2322 } 2212 }
2213
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2214 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2215 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2216 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2217 return 0;
2327} 2218}
2328 2219
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2220/* 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 2221 * 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 2222 * function will descend into containers. op is the object to start the search
2332 * from. 2223 * from.
2333 */ 2224 */
2225static void
2334void remove_unpaid_objects(object *op, object *env) 2226drop_unpaid_items (object *op, object *env)
2335{ 2227{
2336 object *next;
2337
2338 while (op) { 2228 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2229 {
2340 * we remove object 'op' 2230 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2231
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2232 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2233 op->insert_at (env);
2344 op->x = env->x; 2234 else if (op->inv)
2345 op->y = env->y; 2235 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 2236
2237 op = next;
2238 }
2239}
2240
2241void
2242object::drop_unpaid_items ()
2243{
2244 if (!flag [FLAG_REMOVED])
2245 ::drop_unpaid_items (inv, this);
2246}
2355 2247
2356/* 2248/*
2357 * Returns pointer a static string containing gravestone text 2249 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2250 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2251 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2252 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2253 * but there isn't one in the server directory.
2362 */ 2254 */
2255const char *
2363char *gravestone_text (object *op) 2256gravestone_text (object *op)
2364{ 2257{
2258 static dynbuf_text buf;
2259
2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2263 if (op->type == PLAYER)
2264 buf << " the " << op->contr->title;
2265
2266 buf << "\n\n";
2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2272 if (op->type == PLAYER)
2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2274
2275 {
2365 static char buf2[MAX_BUF]; 2276 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2277 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)); 2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2279 buf << buf2;
2389 strcat (buf2, buf); 2280 }
2281
2390 return buf2; 2282 return buf;
2391} 2283}
2392 2284
2393 2285void
2394
2395void do_some_living(object *op) { 2286do_some_living (object *op)
2287{
2396 int last_food=op->stats.food; 2288 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2289 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2290 int over_hp, over_sp, over_grace;
2399 int i; 2291 int i;
2400 int rate_hp = 1200; 2292 int rate_hp = 1200;
2401 int rate_sp = 2500; 2293 int rate_sp = 2500;
2402 int rate_grace = 2000; 2294 int rate_grace = 2000;
2403 const int max_hp = 1; 2295 const int max_hp = 1;
2404 const int max_sp = 1; 2296 const int max_sp = 1;
2405 const int max_grace = 1; 2297 const int max_grace = 1;
2406 2298
2407 if (op->contr->outputs_sync) { 2299 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2300 {
2409 if (op->contr->outputs[i].buf!=NULL && 2301 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2302 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2412 } 2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 if (!op->invisible--)
2312 {
2313 make_visible (op);
2314 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2315 }
2316 }
2413 2317
2414 if(op->contr->state==ST_PLAYING) { 2318 if (op->contr->ns->state == ST_PLAYING)
2415 2319 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2320 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2321 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) 2322 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2323 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2324 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2325 {
2326 gen_hp = op->stats.maxhp;
2327 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2328 }
2329
2330 if (op->contr->gen_sp >= 0)
2331 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2332 else
2333 {
2334 gen_sp = op->stats.maxsp;
2335 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2336 }
2337
2338 if (op->contr->gen_grace >= 0)
2339 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2340 else
2341 {
2342 gen_grace = op->stats.maxgrace;
2343 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2344 }
2345
2346 /* Regenerate Grace */
2347 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2348 if (--op->last_grace < 0)
2349 {
2350 if (op->stats.grace < op->stats.maxgrace / 2)
2351 op->stats.grace++; /* no penalty in food for regaining grace */
2352
2353 if (max_grace > 1)
2354 {
2355 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2356 if (over_grace > 0)
2357 {
2358 op->stats.sp += over_grace
2359 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2360 op->last_grace = 0;
2361 }
2362 else
2363 {
2364 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2365 }
2366 }
2367 else
2368 {
2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2370 }
2371 /* wearing stuff doesn't detract from grace generation. */
2372 }
2373
2374 if (op->stats.food > 0)
2375 {
2376 /* Regenerate Spell Points */
2377 if (!op->contr->golem && --op->last_sp < 0)
2378 {
2379 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2380
2381 if (op->stats.sp < op->stats.maxsp)
2382 {
2383 op->stats.sp++;
2384
2385 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ))
2387 {
2388 op->stats.food--;
2389
2390 if (op->contr->digestion < 0)
2391 op->stats.food += op->contr->digestion;
2392 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2393 op->stats.food = last_food;
2394 }
2395 }
2396
2397 if (max_sp > 1)
2398 {
2399 over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0)
2401 {
2402 if (op->stats.sp < op->stats.maxsp)
2403 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405
2406 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407 op->stats.sp--;
2408
2409 if (op->stats.sp > op->stats.maxsp)
2410 op->stats.sp = op->stats.maxsp;
2411 }
2412
2413 op->last_sp = 0;
2414 }
2415 else
2416 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2417 }
2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 }
2421
2422 /* Regenerate Hit Points */
2423 if (--op->last_heal < 0)
2424 {
2425 if (op->stats.hp < op->stats.maxhp)
2426 {
2427 op->stats.hp++;
2428
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ))
2431 {
2432 op->stats.food--;
2433
2434 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion;
2436 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437 op->stats.food = last_food;
2438 }
2439 }
2440
2441 if (max_hp > 1)
2442 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444
2445 if (over_hp > 0)
2446 {
2447 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 op->last_heal = 0;
2449 }
2450 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2452 }
2453 else
2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2455 }
2456 }
2457
2458 /* Digestion */
2459 if (--op->last_eat < 0)
2460 {
2461 int bonus = max (0, op->contr->digestion),
2462 penalty = max (0, -op->contr->digestion);
2463
2464 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2465
2534 /* dms do not consume food */ 2466 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2468 op->stats.food--;
2537 } 2469 }
2538 2470
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2471 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2472 {
2473 object *flesh = 0;
2541 2474
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2475 for_inv_removable (op, tmp)
2476 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2477 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478 continue;
2479
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2480 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."); 2481 {
2546 manual_apply(op,tmp,0); 2482 op->statusmsg ("You blindly grab for a bite of food. "
2483 "H<To prevent you from starving, you ate some random item from your backpack.>");
2484 manual_apply (op, tmp, 0);
2485
2547 if(op->stats.food>=0||op->stats.hp<0) 2486 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2487 break;
2549 } 2488 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2489 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2490 flesh = tmp;
2552 } /* end of for loop */ 2491 }
2492
2553 /* If player is still starving, it means they don't have any food, so 2493 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2494 * eat flesh instead.
2555 */ 2495 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2496 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."); 2497 {
2498 op->statusmsg ("You blindly grab for a bite of food. "
2499 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2500 manual_apply (op, flesh, 0);
2559 } 2501 }
2560 } /* end if player is starving */
2561 2502
2562 while(op->stats.food<0&&op->stats.hp>0) 2503 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2504 if (op->stats.food < 0)
2564 2505 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2506 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2507 }
2508
2509 if (op->stats.food < 0)
2510 {
2511 op->stats.hp += op->stats.food;
2512 op->stats.food = 0;
2513
2514 if (op->stats.hp < 0)
2515 {
2516 op->contr->killer = archetype::get ("killer_starvation");
2517 op->contr->killer->destroy ();
2518 }
2519 }
2520
2521 /* killer should be set here already */
2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2523 kill_player (op);
2524 }
2525}
2570 2526
2571/* If the player should die (lack of hp, food, etc), we call this. 2527/* 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 2528 * 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 2529 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2530 * file.
2575 */ 2531 */
2532void
2576void kill_player(object *op) 2533kill_player (object *op)
2577{ 2534{
2535 int x, y;
2578 char buf[MAX_BUF]; 2536 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2537 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; 2538 int will_kill_again;
2587 archetype *at; 2539 archetype *at;
2588 object *tmp; 2540 object *tmp;
2589 2541
2590 if(save_life(op)) 2542 if (save_life (op))
2591 return; 2543 return;
2592 2544
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2545 /* 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. 2546 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2547 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2548 */
2598 if (op_on_battleground(op, &x, &y)) { 2549 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2550 {
2600 "You have been defeated in combat!"); 2551 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, 2552 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2553
2603
2604 /* restore player */ 2554 /* restore player */
2605 at = find_archetype("poisoning"); 2555 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2556 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2557 {
2608 remove_ob(tmp); 2558 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2559 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2560 }
2612 2561
2613 at = find_archetype("confusion"); 2562 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2563 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2564 {
2616 remove_ob(tmp); 2565 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2566 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2567 }
2620 2568
2621 cure_disease(op,0); /* remove any disease */ 2569 cure_disease (op, 0, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2570 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2571 if (op->stats.food <= 0)
2624 2572 op->stats.food = 999;
2573
2625 /* create a bodypart-trophy to make the winner happy */ 2574 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2575 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2576 {
2577 tmp->name = format ("%s's finger" , &op->name);
2578 tmp->name_pl = format ("%s's fingers", &op->name);
2579 tmp->msg = format (
2580 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2581 &op->name, op->contr->title,
2582 (int)op->level,
2583 op->contr->killer_name ()
2584 );
2585 tmp->value = 0, tmp->type = 0;
2586 tmp->materialname = "organics";
2587 tmp->insert_at (op, tmp);
2628 { 2588 }
2629 sprintf(buf,"%s's finger",op->name); 2589
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*/ 2590 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2591 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2592 op->contr->braced = 0;
2645 return; 2593 return;
2646 } 2594 }
2647 2595
2648 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2649 2597
2650 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2651 2599
2652 if(op->stats.food<0) { 2600 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 2601
2673 /* save the map location for corpse, gravestone*/ 2602 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2603 x = op->x;
2604 y = op->y;
2605 map = op->map;
2675 2606
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2607 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2608 * 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. 2609 * See the config.h file for a little more in depth detail about this.
2681 */ 2610 */
2682 2611
2683 /* Basically two ways to go - remove a stat permanently, or just 2612 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2613 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2614 * of death.
2686 */ 2615 */
2687#ifndef COZY_SERVER 2616#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2617 if (settings.balanced_stat_loss)
2618 {
2689 /* If stat loss is permanent, lose one stat only. */ 2619 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2620 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2621 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2622 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2623 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2624 little bit harder. */
2695 /* GD */ 2625 /* GD */
2696 if (settings.stat_loss_on_death) 2626 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2627 num_stats_lose = 1;
2698 else 2628 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2629 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2630 }
2631 else
2701 num_stats_lose = 1; 2632 num_stats_lose = 1;
2702 } 2633
2703 lost_a_stat = 0; 2634 lost_a_stat = 0;
2704 2635
2705 for (z=0; z<num_stats_lose; z++) { 2636 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2637 {
2638 i = rndm (NUM_STATS);
2707 2639
2708 if (settings.stat_loss_on_death) { 2640 if (settings.stat_loss_on_death)
2641 {
2709 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2643 * what he lost.
2711 */ 2644 */
2712 change_attr_value(&(op->stats), i,-1); 2645 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2646 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2647 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2648 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2649 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2650 lost_a_stat = 1;
2718 } else { 2651 }
2652 else
2653 {
2719 /* deplete a stat */ 2654 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2655 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2656 object *dep;
2657
2658 dep = present_arch_in_ob (deparch, op);
2659 if (!dep)
2722 2660 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2661 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2662 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 2663 }
2756 if (lose_this_stat) { 2664 lose_this_stat = 1;
2665 if (settings.balanced_stat_loss)
2666 {
2667 /* GD */
2668 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2669 this_stat = get_attr_value (&(dep->stats), i);
2670 if (this_stat < 0)
2671 {
2672 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2673 int keep_chance = this_stat * this_stat;
2674
2675 /* Yes, I am paranoid. Sue me. */
2676 if (keep_chance < 1)
2677 keep_chance = 1;
2678
2679 /* There is a maximum depletion total per level. */
2680 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2681 {
2682 lose_this_stat = 0;
2683 /* Take loss chance vs keep chance to see if we
2684 retain the stat. */
2685 }
2686 else
2687 {
2688 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2689 lose_this_stat = 0;
2690 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2691 this_stat, keep_chance, loss_chance,
2692 lose_this_stat?"LOSE":"KEEP"); */
2693 }
2694 }
2695 }
2696
2697 if (lose_this_stat)
2698 {
2699 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2700 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2701 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2702 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2703 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2704 * difference.
2763 */ 2705 */
2764 if (this_stat>=-50) { 2706 if (this_stat >= -50)
2707 {
2765 change_attr_value(&(dep->stats), i, -1); 2708 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2709 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2710 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2711 op->update_stats ();
2769 lost_a_stat = 1; 2712 lost_a_stat = 1;
2770 } 2713 }
2771 } 2714 }
2715 }
2772 } 2716 }
2773 } 2717
2774 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2719 if (!lost_a_stat)
2776 { 2720 {
2777 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2722 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2723 const char *god = determine_god (op);
2724
2780 if (god && (strcmp(god, "none"))) 2725 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2726 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" 2727 else
2783 " you.", god); 2728 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 } 2729 }
2730#else
2731 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788#endif 2732#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 2733
2792 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2735 * exp loss on the stone.
2794 */ 2736 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2740 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); 2741 &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; 2742 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2744
2809 /**************************************/ 2745 /**************************************/
2810 /* */ 2746 /* */
2811 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2748 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2749 /* food, and reset HP's... */
2814 /* */ 2750 /* */
2815 /**************************************/ 2751 /**************************************/
2816 2752
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2753 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2754 /* restore player */
2819 at = find_archetype("poisoning"); 2755 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2756 tmp = present_arch_in_ob (at, op);
2757
2821 if (tmp) { 2758 if (tmp)
2822 remove_ob(tmp); 2759 {
2823 free_object(tmp); 2760 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2761 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2762 }
2826 2763
2827 at = find_archetype("confusion"); 2764 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2765 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2766 if (tmp)
2830 remove_ob(tmp); 2767 {
2831 free_object(tmp); 2768 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2769 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2770 }
2771
2834 cure_disease(op,0); /* remove any disease */ 2772 cure_disease (op, 0, 0); /* remove any disease */
2835 2773
2774 // remove all spell effects that are active
2775 // to avoid long-term effects such as word-of-recall
2776 for (object *item = op->inv; item; )
2777 {
2778 object *next = item->below;
2779
2780 if (item->type == SPELL_EFFECT && item->active)
2781 item->destroy ();
2782
2783 item = next;
2784 }
2785
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2786 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2787 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2788
2789 if (op->stats.food < 100)
2790 op->stats.food = 900;
2791
2839 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2793 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2794 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2795
2843 /* 2796 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2797 * 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 2798 * and put them back in the map.
2846 * in the map. 2799 */
2847 */ 2800 op->drop_unpaid_items ();
2848 2801
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 /****************************************/ 2802 /****************************************/
2858 /* */ 2803 /* */
2859 /* Move player to his current respawn- */ 2804 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2805 /* position (usually last savebed) */
2861 /* */ 2806 /* */
2862 /****************************************/ 2807 /****************************************/
2863 2808
2864 enter_player_savebed(op); 2809 enter_player_savebed (op);
2865 2810
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2811 op->contr->braced = 0;
2870 save_player(op,1);
2871 2812
2872 /* it is possible that the player has blown something up 2813 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2814 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2815 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2816 * on the space that might harm the player.
2876 */ 2817 */
2877 will_kill_again=0; 2818 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2820 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2821 will_kill_again |= tmp->attacktype;
2881 } 2822
2882 if (will_kill_again) { 2823 if (will_kill_again)
2824 {
2883 object *force; 2825 object *force;
2884 int at; 2826 int at;
2885 2827
2886 force=get_archetype(FORCE_NAME); 2828 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2829 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2830 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2831 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2832 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2833 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2834 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2835 force->resist[at] = 100;
2894 } 2836
2895 insert_ob_in_ob(force, op); 2837 insert_ob_in_ob (force, op);
2896 fix_player(op); 2838 op->update_stats ();
2897 2839 }
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2840
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2841 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} 2842}
2972 2843
2973 2844void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2845loot_object (object *op)
2846{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2847 object *tmp, *tmp2, *next;
2976 2848
2977 if (op->container) { /* close open sack first */ 2849 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2850
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2851 for (tmp = op->inv; tmp; tmp = next)
2852 {
2982 next=tmp->below; 2853 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2854
2984 remove_ob(tmp); 2855 if (tmp->invisible)
2856 continue;
2857
2858 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2859 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2860
2987 loot_object(tmp); 2861 if (tmp->type == CONTAINER)
2988 } 2862 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2863
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2864 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2865 {
2991 if(tmp->nrof>1) { 2866 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2867 {
2993 free_object(tmp2); 2868 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
2870 }
2871 else
2872 tmp->destroy ();
2873 }
2995 } else 2874 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2876 }
3000} 2877}
3001 2878
3002/* 2879/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2880 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2881 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2882 * was changed.
3006 */ 2883 */
3007 2884void
3008void fix_weight(void) { 2885fix_weight (void)
3009 player *pl; 2886{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2887 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2888 {
3012 if(old == sum) 2889 sint32 old = pl->ob->carrying;
3013 continue; 2890
3014 fix_player(pl->ob); 2891 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2892
3016 pl->ob->name, old, sum); 2893 if (old != pl->ob->carrying)
2894 {
2895 pl->ob->update_stats ();
2896 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2897 }
3017 } 2898 }
3018} 2899}
3019 2900
2901void
3020void fix_luck(void) { 2902fix_luck (void)
3021 player *pl; 2903{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2904 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2905 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2906 pl->ob->change_luck (0);
3025} 2907}
3026
3027 2908
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2909/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2910 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2911 * just treat this as any other spell casting object.
3031 */ 2912 */
3032
3033void 2913void
3034cast_dust (object * op, object * throw_ob, int dir) 2914cast_dust (object *op, object *throw_ob, int dir)
3035{ 2915{
3036 object *skop, *spob; 2916 object *skop, *spob;
3037 2917
3038 skop = find_skill_by_name (op, throw_ob->skill); 2918 skop = find_skill_by_name (op, throw_ob->skill);
3039 2919
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2920 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2921 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2922 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2923 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2924 return;
3046 } 2925 }
3047 2926
3048 spob = throw_ob->inv; 2927 spob = throw_ob->inv;
3049 2928
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2929 // 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 2930 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2931 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2932 if (!spob)
3054 { 2933 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2934 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; 2935 return;
3058 } 2936 }
3059 2937
3060 if (op->type == PLAYER) 2938 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2939 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2940
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2941 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2942
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2943 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2944}
3069 2945
2946void
3070void make_visible (object *op) { 2947make_visible (object *op)
3071 op->hide = 0; 2948{
2949 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2950 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 2951
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) 2952 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2953 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2954 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2955 op->contr->invis_race = 0;
2956 }
2957
2958 update_object (op, UP_OBJ_CHANGE);
2959}
2960
2961int
2962is_true_undead (object *op)
2963{
2964 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2965 return 1;
2966
3089 return 0; 2967 return 0;
3090} 2968}
3091 2969
3092/* look at the surrounding terrain to determine 2970/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2971 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2972 * indicate greater hideability.
3095 */ 2973 */
3096 2974int
3097int hideability(object *ob) { 2975hideability (object *ob)
2976{
3098 int i,level=0, mflag; 2977 int i, level = 0, mflag;
3099 sint16 x,y; 2978 sint16 x, y;
3100 2979
3101 if(!ob||!ob->map) return 0; 2980 if (!ob || !ob->map)
2981 return 0;
3102 2982
3103 /* so, on normal lighted maps, its hard to hide */ 2983 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 2984 level = ob->map->darklevel () - 2;
3105 2985
3106 /* this also picks up whether the object is glowing. 2986 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 2987 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 2988 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2989 if (has_carried_lights (ob))
2990 level = -(10 + (2 * ob->map->darklevel ()));
3110 2991
3111 /* scan through all nearby squares for terrain to hide in */ 2992 /* 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]) { 2993 for (i = 0, x = ob->x, y = ob->y;
2994 i <= SIZEOFFREE1;
2995 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2996 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2997 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 2998 if (mflag & P_OUT_OF_MAP)
2999 continue;
3000
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3001 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3002 level += 2;
3117 else /* open terrain! */ 3003 else /* open terrain! */
3118 level -= 1; 3004 level -= 1;
3119 } 3005 }
3120 3006
3121#if 0 3007#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3008 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3009#endif
3124 return level; 3010 return level;
3125} 3011}
3126 3012
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3013/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3014 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3015 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3016 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3017 */
3132 3018void
3133void do_hidden_move (object *op) { 3019do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3020{
3135 object *skop; 3021 int hide = 0;
3136 3022
3137 if(!op || !op->map) return; 3023 if (!op || !op->map)
3024 return;
3138 3025
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3026 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3027 int num = random_roll (0, 19, op, PREFER_LOW);
3140 3028
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3029 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3030 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3031 if (!skop || num >= skop->level)
3032 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3033 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3034 make_visible (op);
3146 return; 3035 return;
3147 } else num += 20;
3148 } 3036 }
3037 else
3038 num += 20;
3039
3149 num += op->map->difficulty; 3040 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3041 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3042 num -= hide;
3043
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3044 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3045 {
3153 make_visible(op); 3046 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3047
3155 "You moved out of hiding! You are visible!"); 3048 if (op->type == PLAYER)
3049 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3050 }
3157 else if (op->type == PLAYER && skop) { 3051 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3052 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3053}
3161 3054
3162/* determine if who is standing near a hostile creature. */ 3055/* determine if who is standing near a hostile creature. */
3163 3056
3057int
3164int stand_near_hostile( object *who ) { 3058stand_near_hostile (object *who)
3059{
3165 object *tmp=NULL; 3060 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3061 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3062 maptile *m;
3168 sint16 x,y; 3063 sint16 x, y;
3169 3064
3170 if(!who) return 0; 3065 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; 3066 return 0;
3067
3068 if (who->type == PLAYER)
3069 player = 1;
3070
3071 else
3072 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3073
3074 /* search adjacent squares */
3075 for (i = 1; i < 9; i++)
3076 {
3077 x = who->x + freearr_x[i];
3078 y = who->y + freearr_y[i];
3079 m = who->map;
3080 mflags = get_map_flags (m, &m, x, y, &x, &y);
3081 /* space must be blocked if there is a monster. If not
3082 * blocked, don't need to check this space.
3083 */
3084 if (mflags & P_OUT_OF_MAP)
3085 continue;
3086 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3087 continue;
3088
3089 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3090 {
3091 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3092 return 1;
3093 else if (tmp->type == PLAYER)
3094 {
3095 /*don't let a hidden DM prevent you from hiding */
3096 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3097 return 1;
3098 }
3099 }
3100 }
3101 return 0;
3200} 3102}
3201 3103
3202/* check the player los field for viewability of the 3104/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3105 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3106 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3107 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3108 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3109 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3110 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3111 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3112 * 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. 3113 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3114 * -b.t.
3213 * This function is now map tiling safe. 3115 * This function is now map tiling safe.
3214 */ 3116 */
3215 3117int
3216int player_can_view (object *pl,object *op) { 3118player_can_view (object *pl, object *op)
3119{
3217 rv_vector rv; 3120 rv_vector rv;
3218 int dx,dy; 3121 int dx, dy;
3219 3122
3220 if(pl->type!=PLAYER) { 3123 if (pl->type != PLAYER)
3124 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3125 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; 3126 return -1;
3247 op = op->more;
3248 } 3127 }
3128
3129 if (!pl || !op)
3249 return 0; 3130 return 0;
3131
3132 op = op->head_ ();
3133
3134 get_rangevector (pl, op, &rv, 0x1);
3135
3136 /* starting with the 'head' part, lets loop
3137 * through the object and find if it has any
3138 * part that is in the los array but isn't on
3139 * a blocked los square.
3140 * we use the archetype to figure out offsets.
3141 */
3142 while (op)
3143 {
3144 dx = rv.distance_x + op->arch->x;
3145 dy = rv.distance_y + op->arch->y;
3146
3147 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3148 return 1;
3149
3150 op = op->more;
3151 }
3152
3153 return 0;
3250} 3154}
3251 3155
3252/* routine for both players and monsters. We call this when 3156/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3157 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3158 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 3159 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 3160 * return 0.
3257 */ 3161 */
3162int
3258int action_makes_visible (object *op) { 3163action_makes_visible (object *op)
3259 3164{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3165 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3166 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3167 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3168 {
3169 // artefact invisibility is permanent, but we still make noise
3170 // this is important for game-balance.
3171 if (op->contr)
3172 op->make_noise ();
3173
3262 return 0; 3174 return 0;
3175 }
3263 3176
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3177 if (op->contr && op->contr->tmp_invis == 0)
3178 return 0;
3265 3179
3266 /* If monsters, they should become visible */ 3180 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3182 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3269 return 1; 3184 return 1;
3270 } 3185 }
3271 } 3186 }
3187
3272 return 0; 3188 return 0;
3273} 3189}
3274 3190
3275/* op_on_battleground - checks if the given object op (usually 3191/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3192 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3193 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3194 * -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 3195 * 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 3196 * 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 3197 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3198 */
3199int
3283int op_on_battleground (object *op, int *x, int *y) { 3200op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3201{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3202 /* 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), 3203 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3204 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3205 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3206 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3207 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3208 for (object *tmp = op->below; tmp; tmp = tmp->below)
3209 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3211 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3212 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3213 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3214 && tmp->name == shstr_battleground
3215 && EXIT_X (tmp) && EXIT_Y (tmp))
3216 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3217 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3218 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3219 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3220 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3221 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3222 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3223 {
3224 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3225 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3226
3227 return 1;
3228 }
3229 }
3230 }
3231
3232 if (x && y)
3233 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3234
3305 return 1; 3235 return 1;
3306 } 3236 }
3307 } 3237 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3238 }
3313 } 3239
3314 }
3315 /* If we got here, did not find a battleground */ 3240 /* If we got here, did not find a battleground */
3316 return 0; 3241 return 0;
3317} 3242}
3318 3243
3319/* 3244/*
3323 * attributes: 3248 * attributes:
3324 * object *who the dragon player 3249 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3250 * int atnr the attack-number of the ability focus
3326 * int level ability level 3251 * int level ability level
3327 */ 3252 */
3253void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3254dragon_ability_gain (object *who, int atnr, int level)
3255{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3256 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3257 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3258 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3259 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3260 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3261 int i = 0, j = 0;
3335 3262
3336 /* get the appropriate treasurelist */ 3263 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3264 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3265 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3266 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3267 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3268 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3269 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3270 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3271 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3272
3346 if (trlist == NULL || who->type != PLAYER) 3273 if (trlist == NULL || who->type != PLAYER)
3347 return; 3274 return;
3348 3275
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3276 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3277
3351 3278 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3279 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3280 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3281 return;
3355 } 3282 }
3356 3283
3357 /* everything seems okay - now bring on the gift: */ 3284 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3285 item = tr->item;
3359 3286
3360 if (item->type == SPELL) { 3287 if (item->type == SPELL)
3288 {
3361 if (check_spell_known (who, item->name)) 3289 if (check_spell_known (who, item->name))
3362 return; 3290 return;
3363 3291
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3292 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); 3293 do_learn_spell (who, item, 0);
3366 return; 3294 return;
3367 } 3295 }
3368 3296
3369 /* grant direct spell */ 3297 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3298 if (item->type == SPELLBOOK)
3299 {
3371 if (!item->inv) { 3300 if (!item->inv)
3301 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3302 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3303 return;
3375 } 3304 }
3376 if (check_spell_known (who, item->inv->name)) 3305 if (check_spell_known (who, item->inv->name))
3377 return; 3306 return;
3378 if (item->invisible) { 3307 if (item->invisible)
3308 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3309 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); 3310 do_learn_spell (who, item->inv, 0);
3381 return; 3311 return;
3382 } 3312 }
3383 } 3313 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3314 else if (item->type == SKILL_TOOL && item->invisible)
3315 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3316 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3317 {
3386 3318
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3319 /* 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 3320 * 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, 3321 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3322 * but not all of them, he gets nothing.
3391 */ 3323 */
3392 if (!(skop->attacktype & item->attacktype)) { 3324 if (!(skop->attacktype & item->attacktype))
3325 {
3393 /* Give new attacktype */ 3326 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3327 skop->attacktype |= item->attacktype;
3395 3328
3396 /* always add physical if there's none */ 3329 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3330 skop->attacktype |= AT_PHYSICAL;
3398 3331
3399 if (item->msg != NULL) 3332 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3333 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3334
3402 /* Give player new face */ 3335 /* Give player new face */
3403 if (item->animation_id) { 3336 if (item->animation_id)
3337 {
3404 who->face = skop->face; 3338 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3339 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3340 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3341 who->last_anim = 0;
3408 who->state = 0; 3342 who->state = 0;
3409 animate_object(who, who->direction); 3343 animate_object (who, who->direction);
3410 } 3344 }
3345 }
3346 }
3411 } 3347 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3348 else if (item->type == FORCE)
3349 {
3415 /* forces in the treasurelist can alter the player's stats */ 3350 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3351 object *skin;
3352
3417 /* first get the dragon skin force */ 3353 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3354 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3355 ;
3420 if (skin == NULL) return; 3356
3421 3357 if (!skin)
3358 return;
3359
3422 /* adding new spellpath attunements */ 3360 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3361 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3362 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3363 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3364
3426 /* print message */ 3365 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3366 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3367 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3368 {
3430 if (j) 3369 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3370 {
3432 else 3371 if (j)
3433 j = 1; 3372 strcat (buf, " and ");
3373 else
3374 j = 1;
3434 strcat(buf, spellpathnames[i]); 3375 strcat (buf, spellpathnames[i]);
3435 } 3376 }
3436 } 3377 }
3437 strcat(buf,"."); 3378 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3379 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3380 }
3440 3381
3441 /* evtl. adding flags: */ 3382 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3383 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3384 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3385 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3386 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3387 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3388 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3389
3449 /* print message if there is one */ 3390 /* print message if there is one */
3450 if (item->msg != NULL) 3391 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3392 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3393 }
3394 else
3452 } 3395 {
3453 else {
3454 /* generate misc. treasure */ 3396 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3397 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3398 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); 3399 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3400 }
3461} 3401}
3462 3402
3463/** 3403/**
3464 * Unready an object for a player. This function does nothing if the object was 3404 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3405 * not readied.
3466 */ 3406 */
3407void
3467void player_unready_range_ob(player *pl, object *ob) { 3408player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3409{
3410 if (pl->ob->current_weapon == ob)
3411 pl->ob->current_weapon = 0;
3469 3412
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3413 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3414 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3415
3473 if (pl->shoottype == i) { 3416 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3417 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3418}
3419
3420sint8
3421player::darkness_at (maptile *map, int x, int y) const
3422{
3423 if (!ns)
3424 return LOS_BLOCKED;
3425
3426 int dx, dy;
3427 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3428 return LOS_BLOCKED;
3429
3430 x += dx - ns->current_x;
3431 y += dy - ns->current_y;
3432
3433 return blocked_los (x, y);
3434}
3435
3436void
3437player::infobox (const char *title, const char *msg, int color)
3438{
3439 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3440}
3441
3442void
3443player::statusmsg (const char *msg, int color)
3444{
3445 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3446}
3447
3448void
3449player::failmsg (const char *msg, int color)
3450{
3451 play_sound (sound_find ("generic_failure"));
3452 statusmsg (msg, color);
3453}
3454

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines