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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.242 by root, Fri Nov 6 13:31:47 2009 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 1.12 2006/08/29 10:51:43 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
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 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
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
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
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);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name);
115
116 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob))
115 } 118 {
116 rules[0]='\0'; 119 object *tmp, *abil = 0, *skin = 0;
117 size=0; 120
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 122 if (tmp->type == FORCE)
120 continue; 123 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 124 abil = tmp;
125 else if (tmp->arch->archname == shstr_dragon_skin_force)
126 skin = tmp;
127
128 set_dragon_name (ob, abil, skin);
129 }
130
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132
133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
122 { 197 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 198 case SKILL:
124 break; 199 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; 200 break;
167 } 201
168 strncat(news+size,buf,HUGE_BUF-size); 202 case WAND:
169 size+=strlen(buf); 203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
170 } 212 }
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}
180 213
181int playername_ok(const char *cp) { 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 215 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} 216}
190 217
191/* This no longer sets the player map. Also, it now updates 218void
192 * all the pointers so the caller doesn't need to do that. 219player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 220{
194 */ 221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
195 224
196/* Redo this to do both get_player_ob and get_player. 225void
197 * Hopefully this will be less bugfree and simpler. 226player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 227{
199 * we create a new one. Otherwise, we recycle 228 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 229 do_los = 1;
201 */ 230}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 231
206 if (!p) { 232//+GPL
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 233
211 /* This adds the player in the linked list. There is extra 234player::player ()
212 * complexity here because we want to add the new player at the 235{
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 - 236 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 237 * we deal with that below this point.
236 */ 238 */
237 p->party=NULL; 239 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 240 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 242
243#ifdef AUTOSAVE 243 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 244
245#endif 245 gen_sp_armour = 10;
246 bowtype = bow_normal;
247 petmode = pet_normal;
248 usekeys = containers;
249 peaceful = 1; /* default peaceful */
250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
254}
255
256void
257player::do_destroy ()
258{
259 disconnect ();
260
261 attachable::do_destroy ();
262
263 if (ob)
246 264 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 265 ob->destroy_inv (false);
266 ob->destroy ();
248 267 }
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 */
257 268
258 roll_stats(op); 269 ob = observe = viewpoint = 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} 270}
300 271
301 272player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 273{
305 strcpy(op->contr->maplevel, first_map_path); 274 /* Clear item stack */
306 op->x = -1; 275 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310
311/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315
316int add_player(NewSocket *ns) {
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
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);
331
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;
339} 276}
340 277
341/* 278/*
342 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
345 */ 282 */
283static archetype *
346archetype *get_player_archetype(archetype* at) 284get_player_archetype (archetype *at)
347{ 285{
348 archetype *start = at; 286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
349 for (;;) { 294 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 295 {
361} 296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
362 300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
304}
363 305
306/* Tries to add player on the connection passed in ns.
307 * All we can really get in this is some settings like host and display
308 * mode.
309 */
310player *
311player::create ()
312{
313 player *pl = new player;
314
315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
323 return pl;
324}
325
326object *
364object *get_nearest_player(object *mon) { 327get_nearest_player (object *mon)
328{
365 object *op = NULL; 329 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 330 objectlink *ol;
368 unsigned lastdist; 331 unsigned lastdist;
369 rv_vector rv; 332 rv_vector rv;
370 333
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 335 {
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)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 337 continue;
398 338
399 if(lastdist>rv.distance) { 339 if (lastdist > rv.distance)
340 {
400 op=ol->ob; 341 op = ol->ob;
401 lastdist=rv.distance; 342 lastdist = rv.distance;
402 } 343 }
403 } 344 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 345
346 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 347 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 348 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 349 {
412 } 350 op = pl->ob;
351 lastdist = rv.distance;
352 }
353
413#if 0 354#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 355 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 356#endif
416 return op; 357 return op;
417} 358}
418 359
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 360/* 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 361 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 362 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 376 * 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 377 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 378 * is probably not a good thing.
438 */ 379 */
439#define MAX_SPACES 50 380#define MAX_SPACES 50
440
441 381
442/* 382/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * 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 384 * 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 385 * 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. 398 * 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, 399 * 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 400 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 401 * is blocking itself.
462 */ 402 */
403int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 404path_to_player (object *mon, object *pl, unsigned mindiff)
405{
464 rv_vector rv; 406 rv_vector rv;
465 sint16 x,y; 407 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 409 maptile *m, *lastmap;
468 410
469 get_rangevector(mon, pl, &rv, 0); 411 get_rangevector (mon, pl, &rv, 0);
470 412
471 if (rv.distance<mindiff) return 0; 413 if (rv.distance < mindiff)
414 return 0;
472 415
473 x=mon->x; 416 x = mon->x;
474 y=mon->y; 417 y = mon->y;
475 m=mon->map; 418 m = mon->map;
476 dir = rv.direction; 419 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 420 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); 421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422
479 /* If we can't solve it within the search distance, return now. */ 423 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 424 if (diff > max)
425 return 0;
426
481 while (diff >1 && max>0) { 427 while (diff > 1 && max > 0)
428 {
482 lastx = x; 429 lastx = x;
483 lasty = y; 430 lasty = y;
484 lastmap = m; 431 lastmap = m;
485 x = lastx + freearr_x[dir]; 432 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 433 y = lasty + freearr_y[dir];
487 434
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 435 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); 436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 437
491 /* Space is blocked - try changing direction a little */ 438 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 439 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)))) { 440 && (m == mon->map && blocked_link (mon, m, x, y))))
441 {
494 /* recalculate direction from last good location. Possible 442 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 443 * we were not traversing ideal location before.
496 */ 444 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 446 if (rv.direction != dir)
447 {
499 /* OK - says direction should be different - lets reset the 448 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 449 * the values so it will try again.
501 */ 450 */
502 x = lastx; 451 x = lastx;
503 y = lasty; 452 y = lasty;
504 m = lastmap; 453 m = lastmap;
505 dir = firstdir = rv.direction; 454 dir = firstdir = rv.direction;
455 }
506 } else { 456 else
457 {
507 /* direct path is blocked - try taking a side step to 458 /* direct path is blocked - try taking a side step to
508 * either the left or right. 459 * either the left or right.
509 * Note increase the values in the loop below to be 460 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 461 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 462 * 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 463 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 464 * stepping back and forth
514 */ 465 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 {
468 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 469 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 470 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 471 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 472 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 473 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 474 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 475 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 476 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 477 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 478 * the last direction the creature has successfully
526 * moved. 479 * moved.
527 */ 480 */
528 481
529 x = lastx + freearr_x[absdir(lastdir+i)]; 482 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 483 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 484 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 485 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 486 if (mflags & P_OUT_OF_MAP)
487 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 488 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 489 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
490 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 491 if (mflags & P_BLOCKSVIEW)
492 continue;
537 493
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 494 if (m == mon->map && blocked_link (mon, m, x, y))
495 break;
539 } 496 }
540 /* go through entire loop without finding a valid 497 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 498 * sidestep to take - thus, no valid path.
542 */ 499 */
543 if (i==(DETOUR_AMOUNT+1)) 500 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 501 return 0;
545 diff--; 502 diff--;
546 lastdir=dir; 503 lastdir = dir;
547 max--; 504 max--;
548 if (!firstdir) firstdir = dir+i; 505 if (!firstdir)
506 firstdir = dir + i;
549 } /* else check alternate directions */ 507 } /* else check alternate directions */
550 } /* if blocked */ 508 } /* if blocked */
551 else { 509 else
510 {
552 /* we moved towards creature, so diff is less */ 511 /* we moved towards creature, so diff is less */
553 diff--; 512 diff--;
554 max--; 513 max--;
555 lastdir=dir; 514 lastdir = dir;
515 if (!firstdir)
556 if (!firstdir) firstdir = dir; 516 firstdir = dir;
517 }
518
519 if (diff <= 1)
557 } 520 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 522 * headed toward player for entire distance.
561 */ 523 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 524 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); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 526 }
565 if (diff>max) return 0; 527
528 if (diff > max)
529 return 0;
566 } 530 }
531
567 /* If we reached the max, didn't find a direction in time */ 532 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 533 if (!max)
534 return 0;
569 535
570 return firstdir; 536 return firstdir;
571} 537}
572 538
539void
573void give_initial_items(object *pl,treasurelist *items) { 540give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 541{
575
576 if(pl->randomitems!=NULL) 542 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 544
579 for (op=pl->inv; op; op=next) { 545 for (object *next, *op = pl->inv; op; op = next)
546 {
580 next = op->below; 547 next = op->below;
581 548
582 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 551 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 553 SET_FLAG (op, FLAG_APPLIED);
587 554
588 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 556 * by this player due to race restrictions
590 */ 557 */
591 if (pl->type == PLAYER) { 558 if (pl->type == PLAYER)
559 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
593 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 565 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 567 {
602 } 568 op->destroy ();
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; 569 continue;
622 } 570 }
623 if (op->nrof > 1) op->nrof = 1; 571 }
572
573 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex
576 */
577 if (op->type == SKILL)
624 } 578 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name)
581 {
582 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break;
586 }
625 587
588 if (op->nrof > 1)
589 op->nrof = 1;
590 }
591
626 if (op->type == SPELLBOOK && op->inv) { 592 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 594
630 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 597 * merged properly.
633 */ 598 */
634 if (need_identify(op)) { 599 if (need_identify (op))
600 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
604 }
605
606 if (op->type == SPELL)
638 } 607 {
639 if(op->type==SPELL) { 608 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 609 continue;
610 }
611 else if (op->type == SKILL)
643 } 612 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 614 op->stats.exp = 0;
647 op->level = 1; 615 op->level = 1;
648 } 616 }
649 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
652 620
653 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
654 link_player_skills(pl); 622 pl->contr->link_skills ();
655} 623}
656 624
657void get_name(object *op) { 625void
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;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 626get_party_password (object *op, partylist *party)
627{
734 if (party == NULL) { 628 if (party == NULL)
629 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 630 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 631 return;
737 } 632 }
633
738 op->contr->write_buf[0]='\0'; 634 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 638}
743
744 639
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int
746int roll_stat(void) { 642roll_stat (void)
643{
747 int a[4],i,j,k; 644 int a[4], i, j, k;
748 645
749 for(i=0;i<4;i++) 646 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 647 a[i] = (int) rndm (6) + 1;
751 648
752 for(i=0,j=0,k=7;i<4;i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 650 if (a[i] < k)
754 k=a[i],j=i; 651 k = a[i], j = i;
755 652
756 for(i=0,k=0;i<4;i++) { 653 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 654 if (i != j)
758 k+=a[i]; 655 k += a[i];
759 } 656
760 return k; 657 return k;
761} 658}
762 659
763void roll_stats(object *op) { 660void
661object::roll_stats ()
662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
764 int sum=0; 667 int sum = 0;
765 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
767 670
768 do { 671 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 672 break;
770 op->stats.Dex=roll_stat(); 673 }
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);
780 674
781 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 676 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;
789 677
790 /* a quick and dirty bubblesort? */ 678 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]; 679 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];
809 680
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; 681 stats.exp = 0;
821 op->stats.ac=0; 682 stats.ac = 0;
822 683
684 stats.hp = stats.maxhp;
685 stats.sp = stats.maxsp;
686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
823 op->contr->levhp[1] = 9; 690 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 691 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 692 contr->levgrace[1] = 3;
826 693
827 fix_player(op); 694 contr->orig_stats = stats;
695 }
696}
697
698void
699object::swap_stats (int a, int b)
700{
701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
702
703 for (int i = 0; i < NUM_STATS; ++i)
704 stats.stat (i) = contr->orig_stats.stat (i);
705
706 //TODO: the following code looks so borked and should, at the very least,
707 // be merged with the similar code in roll_stats
708 stats.ac = 0;
709
710 level = 1;
711 stats.exp = 0;
712 stats.ac = 0;
713
828 op->stats.hp = op->stats.maxhp; 714 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 715 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 716 stats.grace = stats.maxgrace;
717
718 if (contr)
719 {
720 contr->levhp[1] = 9;
721 contr->levsp[1] = 6;
722 contr->levgrace[1] = 3;
723
831 op->contr->orig_stats=op->stats; 724 contr->orig_stats = stats;
725 }
832} 726}
833 727
834void Roll_Again(object *op) 728static void
729start_info (object *op)
835{ 730{
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]; 731 char buf[MAX_BUF];
844 732
845 if ( op->contr->Swap_First == -1 ) { 733 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); 734 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} 735}
953 736
954/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
958 * not the class. 741 * not the class.
959 */ 742 */
960 743void
961int key_change_class(object *op, char key) 744player::chargen_race_done ()
962{ 745{
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 */ 746 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 747 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 748
749 treasurelist *tl = treasurelist::find ("starting_wealth");
750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0);
752
977 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
979 755
980 op->contr->state=ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
981 757
982 if (op->msg) { 758 if (ob->msg)
983 free_string(op->msg); 759 ob->msg = 0;
984 op->msg=NULL;
985 }
986 760
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); 761 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 763 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 764 esrv_send_inventory (ob, ob);
1001 fix_player(op); 765 ob->update_stats ();
1002 766
1003 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1004 * is one for this race 768 * is one for this race
1005 */ 769 */
1006 if(*first_map_ext_path) { 770 if (*first_map_ext_path)
1007 object *tmp; 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 772 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"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 774}
1023 return 0;
1024 }
1025 775
776void
777player::chargen_race_next ()
778{
1026 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1028 */ 781 */
1029 782
1030 tmp_loop = 0; 783 do
1031 while(!tmp_loop) { 784 {
1032 const char *name = add_string (op->name); 785 shstr name = ob->name;
1033 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
787
1034 remove_statbonus(op); 788 ob->remove_statbonus ();
1035 remove_ob (op); 789 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 791 ob->arch->copy_to (ob);
1038 op->instantiate (); 792 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 794 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 795 ob->x = x;
1045 op->y = y; 796 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 799 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 800 ob->add_statbonus ();
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 } 801 }
802 while (!allowed_class (ob));
803
1055 update_object(op,UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 805 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 806 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 809 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} 810}
1066 811
1067int key_confirm_quit(object *op, char key) 812static void
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) { 813flee_player (object *op)
814{
1113 int dir,diff; 815 int dir, diff;
1114 rv_vector rv; 816 rv_vector rv;
1115 817
1116 if(op->stats.hp < 0) { 818 if (op->stats.hp < 0)
819 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
822 return;
823 }
824
825 if (!op->enemy)
826 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED);
829 return;
830 }
831
832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 {
834 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED);
836 return;
837 }
838
839 get_rangevector (op, op->enemy, &rv, 0);
840
841 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++)
843 {
844 int m = 1 - rndm (2) * 2;
845
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 847 return;
1120 } 848 }
1121 849
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
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)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 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 }
1153 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 852 op->enemy = NULL;
1156} 853}
1157
1158 854
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* 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 856 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 857 * stop.
1162 */ 858 */
859int
1163int check_pick(object *op) { 860check_pick (object *op)
861{
1164 object *tmp, *next; 862 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 863 int stop = 0;
1167 int j, k, wvratio; 864 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 865
1171 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1173 return 1; 868 return 1;
1174 869
1175 op_tag = op->count;
1176
1177 next = op->below; 870 next = op->below;
1178 if (next) 871
1179 next_tag = next->count; 872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 874
1181 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 876 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 877 while (next && !next->destroyed ())
1184 { 878 {
1185 tmp = next; 879 tmp = next;
1186 next = tmp->below; 880 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 881
1190 if (was_destroyed (op, op_tag)) 882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
888 if (op->destroyed ())
1191 return 0; 889 return 0;
1192 890
1193 if ( ! can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1194 continue; 892 continue;
1195 893
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 895 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1200 continue; 899 continue;
1201 }
1202
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 } 900 }
1236 } 901
1237 else { /* old model */
1238 /* NEW pickup handling */ 902 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
1240 { 904 {
1241 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 906 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 907 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 908 &tmp->name, tmp->type, (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", 909 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
911
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 912 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 } 913 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 914
1266#if 0 915 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 916 return 1;
1268 for(k=0;k<4;k++) 917
1269 { 918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 919 return 1;
1271 for(j=0;j<32;j++) 920
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 }
1280 /* philosophy: 921 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 922 * 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 923 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 924 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 925 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 926 * example.
1286 * The drawback: right now it has no frontend, so you need to 927 * 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 928 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 929 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 932 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 933 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 934 * meaning if any test passes, the item gets picked up. */
1294 935
1295 /* if mode is set to pick nothing up, return */ 936 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 937 if (op->contr->mode == PU_NOTHING)
938 return 1;
1298 939
1299 /* if mode is set to stop when encountering objects, return */ 940 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 941 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 942 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 943 if (op->contr->mode & PU_STOP)
944 return 0;
1304 945
1305 /* useful for going into stores and not losing your settings... */ 946 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 947 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 948 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
1309 951
1310 /* prevent us from turning into auto-thieves :) */ 952 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
1312 955
1313 /* ignore known cursed objects */ 956 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
1315 959
1316 /* all food and drink if desired */ 960 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 961 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 962 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 963 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 964 {
965 CHK_PICK_PICKUP;
966 continue;
967 }
968
1321 if(op->contr->mode & PU_DRINK) 969 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 970 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; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
1324 975
1325 if(op->contr->mode & PU_POTION) 976 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 977 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
1328 982
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 983 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 984 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 985 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
1333 if(op->contr->mode & PU_SKILLSCROLL) 991 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 992 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
1336 if(op->contr->mode & PU_READABLES) 998 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1339 1004
1340 /* wands/staves/rods/horns */ 1005 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1344 1012
1345 /* pick up all magical items */ 1013 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 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; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1349 1020
1350 if(op->contr->mode & PU_VALUABLES) 1021 if (op->contr->mode & PU_VALUABLES)
1351 { 1022 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1023 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1024 {
1025 CHK_PICK_PICKUP;
1026 continue;
1027 }
1354 } 1028 }
1355 1029
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1031 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1032 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 /* we don't forget dragon food */
1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1360 1045
1361 /* bows and arrows. Bows are good for selling! */ 1046 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1047 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1048 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1365 if(op->contr->mode & PU_ARROW) 1054 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1055 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1368 1060
1369 /* all kinds of armor etc. */ 1061 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1062 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1063 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1373 if(op->contr->mode & PU_HELMET) 1069 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1070 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1376 if(op->contr->mode & PU_SHIELD) 1076 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1077 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1379 if(op->contr->mode & PU_BOOTS) 1083 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1084 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1382 if(op->contr->mode & PU_GLOVES) 1090 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1091 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1385 if(op->contr->mode & PU_CLOAK) 1097 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1098 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1388 1103
1389 /* hoping to catch throwing daggers here */ 1104 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1105 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1393 1111
1394 /* careful: chairs and tables are weapons! */ 1112 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1113 if (op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 } 1114 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1117 {
1118 CHK_PICK_PICKUP;
1119 continue;
1120 }
1404 { 1121 }
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410 1122
1411 /* misc stuff that's useful */ 1123 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1124 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1126 {
1127 CHK_PICK_PICKUP;
1128 continue;
1129 }
1415 1130
1416 /* any of the last 4 bits set means we use the ratio for value 1131 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1132 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1133 if (op->contr->mode & PU_RATIO)
1419 { 1134 {
1420 /* use value density to decide what else to grab */ 1135 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1136 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1137 /* >=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 */ 1138 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1139 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1141 {
1427 pick_up(op, tmp);
1428#if 0 1142#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1144 if (tmp->name != NULL)
1145 {
1431 fprintf(stderr,"%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1432 } 1147 }
1148 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1152#endif
1153 CHK_PICK_PICKUP;
1437 continue; 1154 continue;
1438 } 1155 }
1156 } /* the new pickup model */
1439 } 1157 }
1440 } /* the new pickup model */ 1158
1441 }
1442 return ! stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1443} 1195}
1444 1196
1445/* 1197/*
1446 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1200 * found object is returned.
1449 */ 1201 */
1202static object *
1450object *find_arrow(object *op, const char *type) 1203find_arrow (object *op, const char *type)
1451{ 1204{
1452 object *tmp = NULL; 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1453 1208
1454 for(op=op->inv; op; op=op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1211 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1212 {
1458 else if (op->type==ARROW && op->race==type) 1213 splay (tmp);
1459 return op; 1214 return arrow;
1215 }
1216
1460 return tmp; 1217 return 0;
1461} 1218}
1462 1219
1463/* 1220/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * 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 1222 * 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 1223 * 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. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1225 */
1469 1226static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1228{
1472 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1474 1231
1475 if (!type) 1232 if (!type)
1476 return NULL; 1233 return NULL;
1477 1234
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1235 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1236 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1238 {
1481 i = 0; 1239 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1483 if (i > betterby) { 1242 if (i > betterby)
1243 {
1484 tmp = ntmp; 1244 tmp = ntmp;
1485 betterby = i; 1245 betterby = i;
1486 } 1246 }
1247 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1248 else if (arrow->type == ARROW && arrow->race == type)
1249 {
1488 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1251 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1252 {
1491 if (arrow->attacktype & AT_DEATH) { 1253 if (arrow->attacktype & AT_DEATH)
1254 {
1492 *better = 100; 1255 *better = 100;
1493 return arrow; 1256 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1257 }
1498 } else { 1258 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1259 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1260 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1261 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1262 }
1515 } 1263 }
1264 else
1265 {
1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1267 {
1268 attacktype = 1 << attacknum;
1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1271 {
1272 tmp = arrow;
1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1274 }
1275 }
1276
1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1278 {
1279 tmp = arrow;
1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1281 }
1282
1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1284 {
1285 tmp = arrow;
1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1287 }
1516 } 1288 }
1289 }
1517 } 1290 }
1291
1518 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1293 return find_arrow (op, type);
1520 1294
1521 *better = betterby; 1295 *better = betterby;
1522 return tmp; 1296 return tmp;
1523} 1297}
1524 1298
1525/* looks in a given direction, finds the first valid target, and calls 1299/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1301 * op = the shooter
1528 * type = bow->race 1302 * type = bow->race
1529 * dir = fire direction 1303 * dir = fire direction
1530 */ 1304 */
1531 1305static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1307{
1534 object *tmp = NULL; 1308 object *tmp = NULL;
1535 mapstruct *m; 1309 maptile *m;
1536 int i, mflags, found, number; 1310 int i, mflags, found, number;
1537 sint16 x, y; 1311 sint16 x, y;
1538 1312
1539 if (op->map == NULL) 1313 if (op->map == NULL)
1540 return find_arrow(op, type); 1314 return find_arrow (op, type);
1541 1315
1542 /* do a dex check */ 1316 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1317 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))) 1318 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1319 return find_arrow (op, type);
1546 1320
1547 m = op->map; 1321 m = op->map;
1548 x = op->x; 1322 x = op->x;
1549 y = op->y; 1323 y = op->y;
1550 1324
1551 /* find the first target */ 1325 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1326 for (i = 0, found = 0; i < 20; i++)
1327 {
1553 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1333 {
1557 tmp = NULL; 1334 tmp = 0;
1335 break;
1336 }
1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1338 {
1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1340 * perhaps a bad assumption.
1341 */
1342 tmp = 0;
1343 break;
1344 }
1345
1346 if (mflags & P_IS_ALIVE)
1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558 break; 1349 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1350 }
1576 if (tmp == NULL) 1351
1352 if (!tmp)
1577 return find_arrow(op, type); 1353 return find_arrow (op, type);
1578 1354
1579 if (tmp->head) 1355 if (tmp->head)
1580 tmp = tmp->head; 1356 tmp = tmp->head;
1581 1357
1582 return find_better_arrow(op, tmp, type, &i); 1358 return find_better_arrow (op, tmp, type, &i);
1583} 1359}
1584 1360
1585/* 1361/*
1586 * Creature fires a bow - op can be monster or player. Returns 1362 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1363 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1366 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1367 * 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 1368 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1369 * player fire modes.
1594 */ 1370 */
1371int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1373{
1598 object *left, *bow; 1374 object *left, *bow;
1599 tag_t left_tag, tag; 1375 int mflags;
1600 int bowspeed, mflags; 1376 maptile *m;
1601 mapstruct *m;
1602 1377
1603 if (!dir) { 1378 if (!dir)
1379 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1381 return 0;
1382 }
1383
1384 if (op->contr)
1385 bow = op->current_weapon;
1386 else
1606 } 1387 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* 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. 1390 * don't need to switch back and forth between bows and weapons.
1613 */ 1391 */
1614 if(bow->type==BOW) 1392 if (bow->type == BOW)
1615 break; 1393 break;
1616 1394
1617 if (!bow) { 1395 if (!bow)
1396 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1398 return 0;
1620 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1621 } 1403 }
1404
1622 if( !bow->race || !bow->skill) { 1405 if (!bow->race || !bow->skill)
1406 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1408 return 0;
1625 } 1409 }
1626 1410
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) { 1411 if (arrow == NULL)
1412 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1414 {
1637 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1416 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 */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1418 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1643 return 0; 1421 return 0;
1644 } 1422 }
1645 } 1423 }
1424
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1426 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1427 return 0;
1649 } 1428
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1430 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1432 return 0;
1653 } 1433 }
1654 1434
1655 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1436 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1437 {
1658 free_object(arrow); 1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1439 arrow->destroy ();
1659 return 0; 1440 return 0;
1660 } 1441 }
1661 1442
1662 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1444 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1445 if (!arrow)
1665 if (arrow == NULL) { 1446 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1448 return 0;
1669 } 1449 }
1670 set_owner(arrow, op); 1450
1671 if (arrow->skill) free_string(arrow->skill); 1451 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1452 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1453 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1454
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 */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1458 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1459
1690 /* Note that this was different for monsters - they got their level 1460#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1461 if (player *pl = op->contr)
1692 */
1693 1462 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1463 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1698 /* update the speed */ 1477 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1478 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]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1479 + bow->stats.dam / 7.f;
1703 1480
1704 if (arrow->speed < 1.0) 1481 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1482 arrow->speed_left = 0;
1708 1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1485
1709 if (op->type == PLAYER) { 1486 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1487 {
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; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1489 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1495 }
1496 else
1497 {
1720 arrow->level = op->level; 1498 arrow->level = op->level;
1721 } 1499 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1500
1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1723 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1505 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1506
1727 arrow->map = m; 1507 wc -= arrow->level;
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1513
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1515 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1516
1735 if (!was_destroyed(arrow, tag)) 1517 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1518 move_arrow (arrow);
1737 1519
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; 1520 return 1;
1745} 1521}
1746 1522
1747/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1524 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1528 * hence the function name.
1753 */ 1529 */
1530static int
1754int player_fire_bow(object *op, int dir) 1531player_fire_bow (object *op, int dir)
1755{ 1532{
1756 int ret=0, wcmod=0; 1533 int ret;
1757 1534
1758 if (op->contr->bowtype == bow_bestarrow) { 1535 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1536 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1537 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); 1538 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1540 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1541 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, 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1543 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1544 else if (op->contr->bowtype == bow_threewide)
1545 {
1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1549 }
1550 else if (op->contr->bowtype == bow_spreadshot)
1551 {
1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1555 }
1556 else
1557 {
1558 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1559 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)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1771 } else if (op->contr->bowtype == bow_spreadshot) {
1772 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);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1775
1776 } else {
1777 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1779 } 1560 }
1561
1780 return ret; 1562 return ret;
1781} 1563}
1782
1783 1564
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1786 */ 1567 */
1568static void
1787void fire_misc_object(object *op, int dir) 1569fire_misc_object (object *op, int dir)
1788{ 1570{
1789 object *item; 1571 object *item = op->contr->ranged_ob;
1790 1572
1791 if (!op->contr->ranges[range_misc]) { 1573 if (!item)
1574 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1576 return;
1794 } 1577 }
1795 1578
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1579 if (!item->inv)
1580 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1582 return;
1800 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
1801 if (item->type == WAND) { 1588 if (item->type == WAND)
1589 {
1802 if(item->stats.food<=0) { 1590 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1591 {
1592 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
1805 return; 1595 return;
1806 } 1596 }
1597 }
1807 } else if (item->type == ROD || item->type==HORN) { 1598 else if (item->type == ROD || item->type == HORN)
1599 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1600 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1605 {
1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
1810 if (item->type== ROD) 1608 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)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1610 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1612
1816 return; 1613 return;
1817 } 1614 }
1818 } 1615 }
1819 1616
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1618 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1822 if (item->type == WAND) { 1621 if (item->type == WAND)
1622 {
1823 if (!(--item->stats.food)) { 1623 if (!(--item->stats.food))
1624 {
1824 object *tmp; 1625 object *tmp;
1626
1825 if (item->arch) { 1627 if (item->arch)
1628 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1828 item->speed = 0; 1631 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1632 }
1831 if ((tmp=is_player_inv(item))) 1633
1634 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1636 }
1834 } 1637 }
1835 else if (item->type == ROD || item->type==HORN) { 1638 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1639 drain_rod_charge (item);
1837 }
1838 } 1640 }
1839} 1641}
1840 1642
1841/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1842 */ 1644 */
1645bool
1843void fire(object *op,int dir) { 1646fire (object *op, int dir)
1647{
1844 int spellcost=0; 1648 int spellcost = 0;
1845 1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1846 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1672 if (action_makes_visible (op))
1673 make_visible (op);
1848 1674
1849 switch(op->contr->shoottype) { 1675 switch (ob->type)
1850 case range_none: 1676 {
1851 return; 1677 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1678 player_fire_bow (op, dir);
1855 return; 1679 break;
1856 1680
1857 case range_magic: /* Casting spells */ 1681 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1683 break;
1860 1684
1861 case range_misc: 1685 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 ); 1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
1694 fire_misc_object (op, dir);
1695 break;
1696 }
1697
1698 return true;
1699}
1700
1701static object *
1702find_key_ (object *pl, object *container, object *door)
1703{
1704 object *tmp, *key;
1705
1706 /* Should not happen, but sanity checking is never bad */
1707 if (!container->inv)
1708 return 0;
1709
1710 /* First, lets try to find a key in the top level inventory */
1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1712 {
1713 if (door->type == DOOR && tmp->type == KEY)
1714 break;
1715
1716 /* For sanity, we should really check door type, but other stuff
1717 * (like containers) can be locked with special keys
1718 */
1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1720 break;
1721 }
1722
1723 /* No key found - lets search inventories now */
1724 /* If we find and use a key in an inventory, return at that time.
1725 * otherwise, if we search all the inventories and still don't find
1726 * a key, return
1727 */
1728 if (!tmp)
1729 {
1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1731 /* No reason to search empty containers */
1732 if (tmp->type == CONTAINER && tmp->inv)
1733 if ((key = find_key_ (pl, tmp, door)))
1734 return key;
1735
1736 if (!tmp)
1886 return; 1737 return 0;
1887 default: 1738 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1739
1740 /* We get down here if we have found a key. Now if its in a container,
1741 * see if we actually want to use it
1742 */
1743 if (pl != container)
1744 {
1745 /* Only let players use keys in containers */
1746 if (!pl->contr)
1889 return; 1747 return 0;
1890 }
1891}
1892 1748
1749 /* cases where this fails:
1750 * If we only search the player inventory, return now since we
1751 * are not in the players inventory.
1752 * If the container is not active, return now since only active
1753 * containers can be used.
1754 * If we only search keyrings and the container does not have
1755 * a race/isn't a keyring.
1756 * No checking for all containers - to fall through past here,
1757 * inv must have been an container and must have been active.
1758 *
1759 * Change the color so that the message doesn't disappear with
1760 * all the others.
1761 */
1762 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL;
1769 }
1770 }
1893 1771
1772 return tmp;
1773}
1894 1774
1895/* find_key 1775/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1776 * 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 1777 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1778 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1780 * pl is the player,
1901 * inv is the objects inventory to searched 1781 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1782 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1783 * This function can be called recursively to search containers.
1904 */ 1784 */
1905 1785object *
1906object * find_key(object *pl, object *container, object *door) 1786find_key (object *pl, object *container, object *door)
1907{ 1787{
1908 object *tmp,*key; 1788 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1789 {
1922 /* No key found - lets search inventories now */ 1790 // for match expressions, we try to find the key by applying the match
1923 /* If we find and use a key in an inventory, return at that time. 1791 // to the op itself, which is supposed to find the "key", instead
1924 * otherwise, if we search all the inventories and still don't find 1792 // of searching through containers ourselves.
1925 * a key, return 1793
1926 */ 1794 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 }
1933 }
1934 if (!tmp) return NULL;
1935 } 1795 }
1936 /* We get down here if we have found a key. Now if its in a container, 1796 else
1937 * see if we actually want to use it 1797 return find_key_ (pl, container, door);
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1798}
1968 1799
1969/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1972 * 0 otherwise 1803 * 0 otherwise
1973 */ 1804 */
1805static int
1974static int player_attack_door(object *op, object *door) 1806player_attack_door (object *op, object *door)
1975{ 1807{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* 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 - 1809 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1980 */ 1811 */
1981 object *key=find_key(op, op, door); 1812 object *key = find_key (op, op, door);
1982 1813
1983 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1984 if (key) { 1815 if (key)
1816 {
1985 object *container=key->env; 1817 object *container = key->env;
1986 1818
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1819 if (action_makes_visible (op))
1820 make_visible (op);
1821
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1823 spring_trap (door->inv, op);
1824
1990 if (door->type == DOOR) { 1825 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1827 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1828 {
1995 "You open the door with the %s", query_short_name(key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1831 }
1832
1998 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1835
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1837 }
2004 } else if (door->type==LOCKED_DOOR) { 1838 else if (door->type == LOCKED_DOOR)
1839 {
2005 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1842 return 1;
2008 } 1843 }
1844
2009 return 0; 1845 return 0;
2010} 1846}
2011 1847
2012/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2017 */ 1853 */
2018 1854bool
2019void move_player_attack(object *op, int dir) 1855move_player_attack (object *op, int dir)
2020{ 1856{
2021 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2023 int on_battleground; 1863 int on_battleground;
2024 mapstruct *m;
2025 1864
2026 nx=freearr_x[dir]+op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2028 1867
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1868 on_battleground = op_on_battleground (op, 0, 0);
2030 1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
1872
2031 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * 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 1877 * 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 1878 * 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 1879 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1880 * move_ob uses.
2039 */ 1881 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1882 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 1883
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1884 /* 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. 1885 * 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 1886 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
1897 }
1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
2057 */ 1907 {
2058 while (tmp!=NULL) { 1908 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1909 return true;
2060 tmp=tmp->above; 1910 }
2061 continue; 1911
1912 /* The following deals with possibly attacking peaceful
1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
1945 }
1946 else
1947 return false;
1948 }
1949
1950 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't
1953 * attack them either.
1954 */
1955 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1957 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
1962 {
1963 --op->speed_left;
1964
1965 if (!op->contr->braced)
1966 {
1967 op->play_sound (sound_find ("push_player"));
1968 push_ob (mon, dir, op);
2062 } 1969 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1970 else
2064 mon = tmp; 1971 op->statusmsg ("You withhold your attack");
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 */
2073 return; /* into a wall */
2074 1972
2075 if(mon->head != NULL) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1974 make_visible (op);
2077 1975
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1976 return true;
2079 if (player_attack_door(op, mon)) return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* 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
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 1977 }
2106 /* If we're braced, we don't want to switch places with it */ 1978 }
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op);
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 }
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 1979 /* 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. 1980 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1981 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
1985 {
1986 --op->speed_left;
1987
2142 recursive_roll(mon,dir,op); 1988 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1989 if (action_makes_visible (op))
2144 } 1990 make_visible (op);
2145 1991
1992 return true;
1993 }
1994 }
2146 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1996 * 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: 1997 * 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 1998 * 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. 1999 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2000 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2003 {
2156 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 /* If the player hasn't hit something this tick, and does
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
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
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 } 2005 {
2184 } /* if player should attack something */ 2006 --op->contr->weapon_sp_left;
2185}
2186 2007
2008 skill_attack (mon, op, 0, 0, 0);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2187int move_player(object *op,int dir) { 2021move_player (object *op, int dir)
2022{
2188 int pick; 2023 int pick;
2189 2024
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 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 (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2026 return 0;
2027
2028 /* Sanity check: make sure dir is valid */
2029 if ((dir < 0) || (dir >= 9))
2030 {
2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2032 return 0;
2033 }
2034
2035 /* peterm: added following line */
2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2038
2039 op->facing = dir;
2040
2041 if (op->flag [FLAG_HIDDEN])
2042 do_hidden_move (op);
2043
2044 bool retval;
2045
2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2047 retval = RESULT_INT (0);
2048 else if (op->contr->fire_on)
2049 retval = fire (op, dir);
2050 else
2051 {
2052 retval = move_player_attack (op, dir);
2053 pick = check_pick (op);
2054 }
2055
2056 /* Add special check for newcs players and fire on - this way, the
2057 * server can handle repeat firing.
2058 */
2059 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2060 op->direction = dir;
2061 else
2062 op->direction = 0;
2063
2064 /* Update how the player looks. Use the facing, so direction may
2065 * get reset to zero. This allows for full animation capabilities
2066 * for players.
2067 */
2068 animate_object (op, op->facing);
2069
2070 return retval;
2231} 2071}
2232 2072
2233/* This is similar to handle_player, below, but is only used by the 2073/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2074 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2075 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2076 * the new speed values for commands.
2237 * 2077 *
2238 * Returns true if there are more actions we can do. 2078 * Returns true if there are more actions we can do. Should not do
2079 * many actions in a row, as that would be too unfair to other
2080 * players.
2239 */ 2081 */
2082bool
2240int handle_newcs_player(object *op) 2083handle_newcs_player (object *op)
2241{ 2084{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2085 if (QUERY_FLAG (op, FLAG_SCARED))
2086 {
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2259 flee_player(op); 2090 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2091
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2092 return true;
2264 } 2093 }
2094 else
2095 return false;
2265 } 2096 }
2266 2097
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2098 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2099 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2100 * called, so we recheck it here.
2282 */ 2101 */
2283 HandleClient(&op->contr->socket, op->contr); 2102 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2103 return true;
2285 2104
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2105 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction); 2106 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2107
2296 else return 0; 2108 return false;
2297 } 2109}
2110
2111static int
2112save_life (object *op)
2113{
2114 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2115 return 0;
2299}
2300 2116
2301int save_life(object *op) { 2117 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2118 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2119 {
2120 op->play_sound (sound_find ("ob_evaporate"));
2121 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2122
2123 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2124 CLEAR_FLAG (op, FLAG_LIFESAVE);
2125
2126 if (op->stats.hp < 0)
2127 op->stats.hp = op->stats.maxhp;
2128
2129 if (op->stats.food < 0)
2130 op->stats.food = 999;
2131
2132 op->update_stats ();
2305 return 0; 2133 return 1;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 } 2134 }
2135
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2136 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2137 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2138 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2139 return 0;
2329} 2140}
2330 2141
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2142/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2143 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2144 * function will descend into containers. op is the object to start the search
2334 * from. 2145 * from.
2335 */ 2146 */
2147static void
2336void remove_unpaid_objects(object *op, object *env) 2148drop_unpaid_items (object *op, object *env)
2337{ 2149{
2338 object *next;
2339
2340 while (op) { 2150 while (op)
2151 {
2341 next=op->below; /* Make sure we have a good value, in case 2152 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2153
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2154 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2155 op->insert_at (env);
2346 op->x = env->x; 2156 else if (op->inv)
2347 op->y = env->y; 2157 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2158
2349 esrv_del_item(env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next; 2159 op = next;
2354 } 2160 }
2355} 2161}
2356 2162
2357 2163void
2358/* 2164object::drop_unpaid_items ()
2359 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory.
2364 */
2365char *gravestone_text (object *op)
2366{ 2165{
2367 static char buf2[MAX_BUF]; 2166 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2167 ::drop_unpaid_items (inv, this);
2369 time_t now = time (NULL);
2370
2371 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2374 else
2375 sprintf (buf, "%s\n", op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER) {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 return buf2;
2393} 2168}
2394 2169
2395 2170void
2396
2397void do_some_living(object *op) { 2171do_some_living (object *op)
2172{
2398 int last_food=op->stats.food; 2173 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2174 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2175 int over_hp, over_sp, over_grace;
2401 int i; 2176 int i;
2402 int rate_hp = 1200; 2177 int rate_hp = 1200;
2403 int rate_sp = 2500; 2178 int rate_sp = 2500;
2404 int rate_grace = 2000; 2179 int rate_grace = 2000;
2405 const int max_hp = 1; 2180 const int max_hp = 1;
2406 const int max_sp = 1; 2181 const int max_sp = 1;
2407 const int max_grace = 1; 2182 const int max_grace = 1;
2408 2183
2409 if (op->contr->outputs_sync) { 2184 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2185 {
2411 if (op->contr->outputs[i].buf!=NULL && 2186 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2187 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2188 * depending on the value of invisible, so we need to
2189 * alternate it here for it to work correctly.
2190 */
2191 if (pticks & 2)
2192 op->invisible--;
2414 } 2193 }
2194 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2195 {
2196 if (!op->invisible--)
2197 {
2198 make_visible (op);
2199 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2200 }
2201 }
2415 2202
2416 if(op->contr->state==ST_PLAYING) { 2203 if (op->contr->ns->state == ST_PLAYING)
2417 2204 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2205 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2206 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2207 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2208 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2209 else
2210 {
2423 gen_hp = op->stats.maxhp; 2211 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2212 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2213 }
2214
2426 if(op->contr->gen_sp >= 0 ) 2215 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2216 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2217 else
2218 {
2429 gen_sp = op->stats.maxsp; 2219 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2220 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2221 }
2222
2432 if(op->contr->gen_grace >= 0) 2223 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2224 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2225 else
2226 {
2435 gen_grace = op->stats.maxgrace; 2227 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2228 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 }
2438
2439 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 } 2229 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2230
2473 /* Regenerate Grace */ 2231 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2232 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2233 if (--op->last_grace < 0)
2234 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2235 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2236 op->stats.grace++; /* no penalty in food for regaining grace */
2237
2478 if(max_grace>1) { 2238 if (max_grace > 1)
2239 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2240 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2241 if (over_grace > 0)
2242 {
2481 op->stats.sp += over_grace 2243 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2244 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2245 op->last_grace = 0;
2246 }
2484 } else { 2247 else
2248 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2249 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2250 }
2486 } 2251 }
2487 } else { 2252 else
2253 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2254 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2255 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2256 /* wearing stuff doesn't detract from grace generation. */
2491 }
2492
2493 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) {
2495 if(op->stats.hp<op->stats.maxhp) {
2496 op->stats.hp++;
2497 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2499 op->stats.food--;
2500 if(op->contr->digestion<0)
2501 op->stats.food+=op->contr->digestion;
2502 else if(op->contr->digestion>0 &&
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food;
2505 } 2257 }
2506 } 2258
2507 if(max_hp>1) { 2259 if (op->stats.food > 0)
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 } 2260 {
2516 } else { 2261 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2262 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2263 {
2519 } 2264 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2265
2521 /* Digestion */ 2266 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2267 {
2523#ifdef COZY_SERVER 2268 op->stats.sp++;
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0,
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531 2269
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2534 else
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2270 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2538 }
2539 }
2540
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2542 object *tmp, *flesh=NULL;
2543
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2271 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0);
2549 if(op->stats.food>=0||op->stats.hp<0)
2550 break; 2272 {
2273 op->stats.food--;
2274
2275 if (op->contr->digestion < 0)
2276 op->stats.food += op->contr->digestion;
2277 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2278 op->stats.food = last_food;
2279 }
2551 } 2280 }
2281
2282 if (max_sp > 1)
2283 {
2284 over_sp = (gen_sp + 10) / rate_sp;
2285 if (over_sp > 0)
2286 {
2287 if (op->stats.sp < op->stats.maxsp)
2288 {
2289 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2290
2291 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2292 op->stats.sp--;
2293
2294 if (op->stats.sp > op->stats.maxsp)
2295 op->stats.sp = op->stats.maxsp;
2296 }
2297
2298 op->last_sp = 0;
2299 }
2300 else
2301 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2305 }
2306
2307 /* Regenerate Hit Points */
2308 if (--op->last_heal < 0)
2309 {
2310 if (op->stats.hp < op->stats.maxhp)
2311 {
2312 op->stats.hp++;
2313
2314 /* dms do not consume food */
2315 if (!QUERY_FLAG (op, FLAG_WIZ))
2316 {
2317 op->stats.food--;
2318
2319 if (op->contr->digestion < 0)
2320 op->stats.food += op->contr->digestion;
2321 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2322 op->stats.food = last_food;
2323 }
2324 }
2325
2326 if (max_hp > 1)
2327 {
2328 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2329
2330 if (over_hp > 0)
2331 {
2332 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2333 op->last_heal = 0;
2334 }
2335 else
2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2340 }
2341 }
2342
2343 /* Digestion */
2344 if (--op->last_eat < 0)
2345 {
2346 int bonus = max (0, op->contr->digestion),
2347 penalty = max (0, -op->contr->digestion);
2348
2349 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2350
2351 /* dms do not consume food */
2352 if (!QUERY_FLAG (op, FLAG_WIZ))
2353 op->stats.food--;
2354 }
2355
2356 if (op->stats.food < 0 && op->stats.hp >= 0)
2357 {
2358 object *flesh = 0;
2359
2360 for_inv_removable (op, tmp)
2361 {
2362 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2363 continue;
2364
2365 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2366 {
2367 op->statusmsg ("You blindly grab for a bite of food. "
2368 "H<To prevent you from starving, you ate some random item from your backpack.>");
2369 manual_apply (op, tmp, 0);
2370
2371 if (op->stats.food >= 0 || op->stats.hp < 0)
2372 break;
2373 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2374 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2375 flesh = tmp;
2554 } /* end of for loop */ 2376 }
2377
2555 /* If player is still starving, it means they don't have any food, so 2378 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2379 * eat flesh instead.
2557 */ 2380 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2381 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2382 {
2383 op->statusmsg ("You blindly grab for a bite of food. "
2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2385 manual_apply (op, flesh, 0);
2386 }
2387
2388 // If player is still starving, alert him!
2389 if (op->stats.food < 0)
2390 op->failmsg ("You are starving! "
2391 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2392 }
2393
2394 if (op->stats.food < 0)
2561 } 2395 {
2562 } /* end if player is starving */ 2396 op->stats.hp += op->stats.food;
2397 op->stats.food = 0;
2563 2398
2564 while(op->stats.food<0&&op->stats.hp>0) 2399 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2400 {
2401 op->contr->killer = archetype::get ("killer_starvation");
2402 op->contr->killer->destroy ();
2403 }
2404 }
2566 2405
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2406 /* killer should be set here already */
2407 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2408 kill_player (op);
2409 }
2569} 2410}
2570
2571
2572 2411
2573/* If the player should die (lack of hp, food, etc), we call this. 2412/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2413 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2414 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2415 * file.
2577 */ 2416 */
2417void
2578void kill_player(object *op) 2418kill_player (object *op)
2579{ 2419{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2420 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2421 maptile *map; /* this is for resurrection */
2583 int z;
2584 int num_stats_lose;
2585 int lost_a_stat;
2586 int lose_this_stat;
2587 int this_stat;
2588 int will_kill_again; 2422 int will_kill_again;
2589 archetype *at; 2423 archetype *at;
2590 object *tmp; 2424 object *tmp;
2591 2425
2592 if(save_life(op)) 2426 if (save_life (op))
2593 return; 2427 return;
2594 2428
2429 dynbuf_text deathtab;
2595 2430
2431 /* restore player */
2432 at = archetype::find ("poisoning");
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your body feels cleansed...\r";
2437 }
2438
2439 at = archetype::find ("confusion");
2440 if (object *tmp = present_arch_in_ob (at, op))
2441 {
2442 tmp->destroy ();
2443 deathtab << "Your mind feels clearer...\r";
2444 }
2445
2446 cure_disease (op, 0, 0); /* remove any disease */
2447
2448 max_it (op->stats.hp , op->stats.maxhp);
2449 max_it (op->stats.sp , op->stats.maxsp);
2450 max_it (op->stats.grace, op->stats.maxgrace);
2451
2452 if (op->stats.food <= 0)
2453 op->stats.food = 999;
2454
2455 // remove all spell effects that are active
2456 // to avoid long-term effects such as word-of-recall
2457 for (object *item = op->inv; item; )
2458 {
2459 object *next = item->below;
2460
2461 if (item->type == SPELL_EFFECT && item->active)
2462 item->destroy ();
2463
2464 item = next;
2465 }
2466
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2467 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2468 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2469 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2470 */
2600 if (op_on_battleground(op, &x, &y)) { 2471 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2472 {
2602 "You have been defeated in combat!"); 2473 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2604 "Local medics have saved your life...");
2605
2606 /* restore player */
2607 at = find_archetype("poisoning");
2608 tmp=present_arch_in_ob(at,op);
2609 if (tmp) {
2610 remove_ob(tmp);
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2613 }
2614 2474
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2621 }
2622
2623 cure_disease(op,0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999;
2626
2627 /* create a bodypart-trophy to make the winner happy */ 2475 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2476 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 {
2631 sprintf(buf,"%s's finger",op->name);
2632 tmp->name = add_string(buf);
2633 sprintf(buf," This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level),
2636 op->contr->killer);
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0;
2639 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 } 2477 {
2478 tmp->name = format ("%s's finger" , &op->name);
2479 tmp->name_pl = format ("%s's fingers", &op->name);
2480 tmp->msg = format (
2481 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2482 &op->name, op->contr->title,
2483 (int)op->level,
2484 op->contr->killer_name ()
2485 );
2486 tmp->value = 0, tmp->type = 0;
2487 tmp->materialname = "organics";
2488 tmp->insert_at (op, tmp);
2643 2489 }
2490
2644 /* teleport defeated player to new destination*/ 2491 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2496 return;
2648 } 2497 }
2649 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2650 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2651 2503
2652 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2653 2505
2654 if(op->stats.food<0) { 2506 op->contr->play_sound (sound_find ("player_dies"));
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name);
2662 strcpy(op->contr->killer,"starvation");
2663 }
2664 else {
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name);
2672 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2507
2675 /* save the map location for corpse, gravestone*/ 2508 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2509 x = op->x;
2510 y = op->y;
2511 map = op->map;
2677 2512
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2513 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2514 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2515 * See the config.h file for a little more in depth detail about this.
2683 */ 2516 */
2684 2517
2685 /* Basically two ways to go - remove a stat permanently, or just 2518 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2519 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2520 * of death.
2688 */ 2521 */
2689#ifndef COZY_SERVER 2522#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2523 if (settings.balanced_stat_loss)
2524 {
2691 /* If stat loss is permanent, lose one stat only. */ 2525 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2526 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2527 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2528 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2529 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2530 little bit harder. */
2697 /* GD */ 2531 /* GD */
2698 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2533 num_stats_lose = 1;
2704 } 2534 else
2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2536 }
2537 else
2538 num_stats_lose = 1;
2539
2705 lost_a_stat = 0; 2540 lost_a_stat = 0;
2706 2541
2707 for (z=0; z<num_stats_lose; z++) { 2542 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2543 {
2544 i = rndm (NUM_STATS);
2709 2545
2710 if (settings.stat_loss_on_death) { 2546 if (settings.stat_loss_on_death)
2547 {
2711 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2549 * what he lost.
2713 */ 2550 */
2714 change_attr_value(&(op->stats), i,-1); 2551 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2552 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2553 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2554 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2555 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2556 lost_a_stat = 1;
2720 } else { 2557 }
2558 else
2559 {
2721 /* deplete a stat */ 2560 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2561 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2562 object *dep;
2563
2564 dep = present_arch_in_ob (deparch, op);
2565 if (!dep)
2724 2566 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2567 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2568 insert_ob_in_ob (dep, op);
2729 } 2569 }
2730 lose_this_stat = 1; 2570 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2571 if (settings.balanced_stat_loss)
2572 {
2732 /* GD */ 2573 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2574 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2575 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2576 if (this_stat < 0)
2577 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2578 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2579 int keep_chance = this_stat * this_stat;
2580
2738 /* Yes, I am paranoid. Sue me. */ 2581 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2582 if (keep_chance < 1)
2740 keep_chance = 1; 2583 keep_chance = 1;
2741 2584
2742 /* There is a maximum depletion total per level. */ 2585 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2587 {
2744 lose_this_stat = 0; 2588 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2589 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2590 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2591 }
2756 } 2592 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2593 {
2766 if (this_stat>=-50) { 2594 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2595 lose_this_stat = 0;
2596 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2597 this_stat, keep_chance, loss_chance,
2598 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2599 }
2773 } 2600 }
2774 } 2601 }
2775 } 2602
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2603 if (lose_this_stat)
2778 { 2604 {
2779 /* determine_god() seems to not work sometimes... why is this? 2605 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2606 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2607 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2608 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2609 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2610 * difference.
2785 " you.", god); 2611 */
2612 if (this_stat >= -50)
2786 else 2613 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2614 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2615 SET_FLAG (dep, FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats ();
2618 lost_a_stat = 1;
2619 }
2789 } 2620 }
2621 }
2622 }
2623
2624 /* If no stat lost, tell the player. */
2625 if (!lost_a_stat)
2626 {
2627 /* determine_god() seems to not work sometimes... why is this?
2628 Should I be using something else? GD */
2629 shstr_tmp god = determine_god (op);
2630
2631 if (god != shstr_none)
2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2633 else
2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2635 }
2636#else
2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2638#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2639
2794 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2641 * exp loss on the stone.
2796 */ 2642 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2643 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2801 FREE_AND_COPY(tmp->name_pl, buf); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2650
2811 /**************************************/ 2651 /**************************************/
2812 /* */ 2652 /* */
2813 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2654 /* */
2817 /**************************************/ 2655 /**************************************/
2818 2656
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2658 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 2659
2845 /* 2660 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2661 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2662 * and put them back in the map.
2848 * in the map. 2663 */
2849 */ 2664 op->drop_unpaid_items ();
2850 2665
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2666 /****************************************/
2855 /* */ 2667 /* */
2856 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2858 /* */ 2670 /* */
2859 /****************************************/ 2671 /****************************************/
2860 2672
2861 enter_player_savebed(op); 2673 enter_player_savebed (op);
2862 2674
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2675 op->contr->braced = 0;
2867 save_player(op,1);
2868 2676
2869 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2680 * on the space that might harm the player.
2873 */ 2681 */
2874 will_kill_again=0; 2682 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2683 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2684 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2685 will_kill_again |= tmp->attacktype;
2878 } 2686
2879 if (will_kill_again) { 2687 if (will_kill_again)
2688 {
2880 object *force; 2689 object *force;
2881 int at; 2690 int at;
2882 2691
2883 force=get_archetype(FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2694 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2695 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2697 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2699 force->resist[at] = 100;
2700
2701 insert_ob_in_ob (force, op);
2702 op->update_stats ();
2703 }
2704
2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2706}
2707
2708static void
2709loot_object (object *op)
2710{ /* Grab and destroy some treasure */
2711 object *tmp, *tmp2, *next;
2712
2713 op->close_container (); /* close open sack first */
2714
2715 for (tmp = op->inv; tmp; tmp = next)
2716 {
2717 next = tmp->below;
2718
2719 if (tmp->invisible)
2720 continue;
2721
2722 tmp->remove ();
2723 tmp->x = op->x, tmp->y = op->y;
2724
2725 if (tmp->type == CONTAINER)
2726 loot_object (tmp); /* empty container to ground */
2727
2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2729 {
2730 if (tmp->nrof > 1)
2731 {
2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2734 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2735 else
2950 delete_character(op->name,1); 2736 tmp->destroy ();
2951 } 2737 }
2952 } 2738 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2740 }
2997} 2741}
2998 2742
2999/* 2743/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2746 * was changed.
3003 */ 2747 */
3004 2748void
3005void fix_weight(void) { 2749fix_weight (void)
3006 player *pl; 2750{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2751 for_all_players (pl)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2752 {
3009 if(old == sum) 2753 sint32 old = pl->ob->carrying;
3010 continue; 2754
3011 fix_player(pl->ob); 2755 pl->ob->update_weight ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2756
3013 pl->ob->name, old, sum); 2757 if (old != pl->ob->carrying)
2758 {
2759 pl->ob->update_stats ();
2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
3014 } 2762 }
3015} 2763}
3016 2764
2765void
3017void fix_luck(void) { 2766fix_luck (void)
3018 player *pl; 2767{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2768 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2769 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2770 pl->ob->change_luck (0);
3022} 2771}
3023
3024 2772
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2774 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2775 * just treat this as any other spell casting object.
3028 */ 2776 */
3029
3030void 2777void
3031cast_dust (object * op, object * throw_ob, int dir) 2778cast_dust (object *op, object *throw_ob, int dir)
3032{ 2779{
3033 object *skop, *spob; 2780 object *skop, *spob;
3034 2781
3035 skop = find_skill_by_name (op, throw_ob->skill); 2782 skop = find_skill_by_name (op, throw_ob->skill);
3036 2783
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2784 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2785 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2786 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2787 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2788 return;
3043 } 2789 }
3044 2790
3045 spob = throw_ob->inv; 2791 spob = throw_ob->inv;
3046 2792
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2793 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 2794 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2795 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2796 if (!spob)
3051 { 2797 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2798 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 2799 return;
3055 } 2800 }
3056 2801
3057 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2804
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2805 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2806
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2807 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2808}
3066 2809
2810void
3067void make_visible (object *op) { 2811make_visible (object *op)
3068 op->hide = 0; 2812{
2813 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2814 op->invisible = 0;
2815
3070 if(op->type==PLAYER) { 2816 if (op->type == PLAYER)
2817 {
3071 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2819 op->contr->invis_race = 0;
3073 } 2820 }
2821
3074 update_object(op,UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3075} 2823}
3076 2824
2825int
3077int is_true_undead(object *op) { 2826is_true_undead (object *op)
3078 object *tmp=NULL; 2827{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2829 return 1;
3081 2830
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 2831 return 0;
3087} 2832}
3088 2833
3089/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2836 * indicate greater hideability.
3092 */ 2837 */
3093 2838int
3094int hideability(object *ob) { 2839hideability (object *ob)
2840{
3095 int i,level=0, mflag; 2841 int i, level = 0, mflag;
3096 sint16 x,y; 2842 sint16 x, y;
3097 2843
3098 if(!ob||!ob->map) return 0; 2844 if (!ob || !ob->map)
2845 return 0;
3099 2846
3100 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3102 2849
3103 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2853 if (ob->has_carried_lights ())
2854 level = -(10 + (2 * ob->map->darklevel ()));
3107 2855
3108 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2860 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2862 if (mflag & P_OUT_OF_MAP)
2863 continue;
2864
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2866 level += 2;
3114 else /* open terrain! */ 2867 else /* open terrain! */
3115 level -= 1; 2868 level -= 1;
3116 } 2869 }
3117 2870
3118#if 0 2871#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2872 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2873#endif
3121 return level; 2874 return level;
3122} 2875}
3123 2876
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2881 */
3129 2882void
3130void do_hidden_move (object *op) { 2883do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2884{
3132 object *skop; 2885 int hide = 0;
3133 2886
3134 if(!op || !op->map) return; 2887 if (!op || !op->map)
2888 return;
3135 2889
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2892
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2894 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2895 if (!skop || num >= skop->level)
2896 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 2898 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2899 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2900 }
2901 else
2902 num += 20;
2903
2904 num += op->map->difficulty;
2905 hide = hideability (op); /* modify by terrain hidden level */
2906 num -= hide;
2907
2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2909 {
2910 make_visible (op);
2911
2912 if (op->type == PLAYER)
2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2914 }
3154 else if (op->type == PLAYER && skop) { 2915 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2917}
3158 2918
3159/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3160 2920
2921int
3161int stand_near_hostile( object *who ) { 2922stand_near_hostile (object *who)
2923{
3162 object *tmp=NULL; 2924 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2925 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2926 maptile *m;
3165 sint16 x,y; 2927 sint16 x, y;
3166 2928
3167 if(!who) return 0; 2929 if (!who)
2930 return 0;
3168 2931
3169 if(who->type==PLAYER) player=1; 2932 if (who->type == PLAYER)
2933 player = 1;
2934
2935 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2936 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 2937
3172 /* search adjacent squares */ 2938 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 2939 for (i = 1; i < 9; i++)
2940 {
3174 x = who->x+freearr_x[i]; 2941 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 2942 y = who->y + freearr_y[i];
3176 m = who->map; 2943 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 2944 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 2945 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 2946 * blocked, don't need to check this space.
3180 */ 2947 */
3181 if (mflags & P_OUT_OF_MAP) continue; 2948 if (mflags & P_OUT_OF_MAP)
2949 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 2951 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2952
3185 if((player||friendly) 2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2954 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2955 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2956 return 1;
2957 else if (tmp->type == PLAYER)
2958 {
2959 /*don't let a hidden DM prevent you from hiding */
2960 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 2961 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 2962 }
3194 } 2963 }
3195 } 2964 }
3196 return 0; 2965 return 0;
3197} 2966}
3198 2967
3199/* check the player los field for viewability of the 2968/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2978 * -b.t.
3210 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3211 */ 2980 */
3212 2981int
3213int player_can_view (object *pl,object *op) { 2982player_can_view (object *pl, object *op)
2983{
3214 rv_vector rv; 2984 rv_vector rv;
3215 int dx,dy; 2985 int dx, dy;
3216 2986
3217 if(pl->type!=PLAYER) { 2987 if (pl->type != PLAYER)
2988 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 2990 return -1;
3220 } 2991 }
3221 if (!pl || !op) return 0;
3222 2992
3223 if(op->head) { op = op->head; } 2993 if (!pl || !op)
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 2994 return 0;
3247}
3248 2995
3249/* routine for both players and monsters. We call this when 2996 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 2997
3251 * place or invisiblity spell. Artefact invisiblity is not 2998 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 2999
3253 * return 0. 3000 /* starting with the 'head' part, lets loop
3001 * through the object and find if it has any
3002 * part that is in the los array but isn't on
3003 * a blocked los square.
3004 * we use the archetype to figure out offsets.
3254 */ 3005 */
3255int action_makes_visible (object *op) { 3006 while (op)
3007 {
3008 dx = rv.distance_x + op->arch->x;
3009 dy = rv.distance_y + op->arch->y;
3256 3010
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3259 return 0;
3260
3261 if (op->contr && op->contr->tmp_invis == 0) return 0;
3262
3263 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3266 return 1; 3012 return 1;
3267 } 3013
3014 op = op->more;
3268 } 3015 }
3016
3269 return 0; 3017 return 0;
3270} 3018}
3271 3019
3272/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3024 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3025 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3027 */
3028int
3280int op_on_battleground (object *op, int *x, int *y) { 3029op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3030{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3038 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3040 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3042 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3045 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3046 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3048 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3049 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3050 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3051 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3052 {
3300 if (x != NULL && y != NULL) 3053 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3054 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3055
3302 return 1; 3056 return 1;
3057 }
3303 } 3058 }
3304 } 3059 }
3305 } 3060
3306 if (x != NULL && y != NULL) 3061 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3062 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3063
3308 return 1; 3064 return 1;
3065 }
3309 } 3066 }
3310 }
3311 } 3067 }
3068
3312 /* If we got here, did not find a battleground */ 3069 /* If we got here, did not find a battleground */
3313 return 0; 3070 return 0;
3314} 3071}
3315 3072
3316/* 3073/*
3320 * attributes: 3077 * attributes:
3321 * object *who the dragon player 3078 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3079 * int atnr the attack-number of the ability focus
3323 * int level ability level 3080 * int level ability level
3324 */ 3081 */
3082void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3083dragon_ability_gain (object *who, int atnr, int level)
3084{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3085 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3086 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3087 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3088 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3089 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3090 int i = 0, j = 0;
3332 3091
3333 /* get the appropriate treasurelist */ 3092 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3093 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3094 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3095 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3096 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3097 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3098 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3099 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3100 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3101
3343 if (trlist == NULL || who->type != PLAYER) 3102 if (trlist == NULL || who->type != PLAYER)
3103 return;
3104
3105 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3106
3107 if (!tr || !tr->item)
3108 {
3109 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3110 return;
3111 }
3112
3113 /* everything seems okay - now bring on the gift: */
3114 item = tr->item;
3115
3116 if (item->type == SPELL)
3117 {
3118 if (check_spell_known (who, item->name))
3344 return; 3119 return;
3345 3120
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3121 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3122 do_learn_spell (who, item, 0);
3348 3123 return;
3349 if (tr == NULL || tr->item == NULL) { 3124 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3125
3126 /* grant direct spell */
3127 if (item->type == SPELLBOOK)
3128 {
3129 if (!item->inv)
3130 {
3131 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3132 return;
3133 }
3134 if (check_spell_known (who, item->inv->name))
3351 return; 3135 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3136 if (item->invisible)
3137 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3138 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3139 do_learn_spell (who, item->inv, 0);
3378 return; 3140 return;
3379 } 3141 }
3380 } 3142 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3143 else if (item->type == SKILL_TOOL && item->invisible)
3144 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3145 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3146 {
3383 3147
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3148 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3149 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3150 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3151 * but not all of them, he gets nothing.
3388 */ 3152 */
3389 if (!(skop->attacktype & item->attacktype)) { 3153 if (!(skop->attacktype & item->attacktype))
3154 {
3390 /* Give new attacktype */ 3155 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3156 skop->attacktype |= item->attacktype;
3392 3157
3393 /* always add physical if there's none */ 3158 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3159 skop->attacktype |= AT_PHYSICAL;
3395 3160
3396 if (item->msg != NULL) 3161 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3162 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3163
3399 /* Give player new face */ 3164 /* Give player new face */
3400 if (item->animation_id) { 3165 if (item->animation_id)
3166 {
3401 who->face = skop->face; 3167 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3168 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3169 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3170 who->last_anim = 0;
3405 who->state = 0; 3171 who->state = 0;
3406 animate_object(who, who->direction); 3172 animate_object (who, who->direction);
3407 } 3173 }
3408 } 3174 }
3409 } 3175 }
3410 } 3176 }
3411 else if (item->type == FORCE) { 3177 else if (item->type == FORCE)
3178 {
3412 /* forces in the treasurelist can alter the player's stats */ 3179 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3180 object *skin;
3181
3414 /* first get the dragon skin force */ 3182 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3183 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3184 ;
3417 if (skin == NULL) return; 3185
3418 3186 if (!skin)
3187 return;
3188
3419 /* adding new spellpath attunements */ 3189 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3190 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3191 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3192 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3193
3423 /* print message */ 3194 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3195 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3196 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3197 {
3426 if(item->path_attuned & (1<<i)) { 3198 if (item->path_attuned & (1 << i))
3199 {
3427 if (j) 3200 if (j)
3428 strcat(buf," and "); 3201 strcat (buf, " and ");
3429 else 3202 else
3430 j = 1; 3203 j = 1;
3431 strcat(buf, spellpathnames[i]); 3204 strcat (buf, spellpathnames[i]);
3432 } 3205 }
3433 } 3206 }
3434 strcat(buf,"."); 3207 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3208 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3209 }
3437 3210
3438 /* evtl. adding flags: */ 3211 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3212 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3213 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3214 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3215 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3216 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3217 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3218
3446 /* print message if there is one */ 3219 /* print message if there is one */
3447 if (item->msg != NULL) 3220 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3222 }
3223 else
3449 } 3224 {
3450 else {
3451 /* generate misc. treasure */ 3225 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3226 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3227 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3228 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3229 }
3458} 3230}
3459 3231
3460/** 3232/**
3461 * Unready an object for a player. This function does nothing if the object was 3233 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3234 * not readied.
3463 */ 3235 */
3236void
3464void player_unready_range_ob(player *pl, object *ob) { 3237player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3238{
3239 if (pl->ob->current_weapon == ob)
3240 pl->ob->current_weapon = 0;
3466 3241
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3242 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3243 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3244
3470 if (pl->shoottype == i) { 3245 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3246 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3247}
3248
3249//-GPL
3250
3251sint8
3252player::darkness_at (maptile *map, int x, int y) const
3253{
3254 if (!ns)
3255 return LOS_BLOCKED;
3256
3257 int dx, dy;
3258 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3259 return LOS_BLOCKED;
3260
3261 x += dx - ns->current_x;
3262 y += dy - ns->current_y;
3263
3264 return blocked_los (x, y);
3265}
3266
3267void
3268player::infobox (const char *title, const char *msg, int color)
3269{
3270 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3271}
3272
3273void
3274player::statusmsg (const char *msg, int color)
3275{
3276 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3277}
3278
3279void
3280player::failmsg (const char *msg, int color)
3281{
3282 play_sound (sound_find ("generic_failure"));
3283 statusmsg (msg, color);
3284}
3285

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