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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 1.260 by root, Fri Apr 2 03:41:25 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
122 { 147 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 148 case SKILL:
124 break; 149 op->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; 150 break;
167 } 151
168 strncat(news+size,buf,HUGE_BUF-size); 152 case SPELL:
169 size+=strlen(buf); 153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
170 } 166 }
171 } 167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
174 activate ();
175
176 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this);
178}
179
180void
181player::disconnect ()
182{
183 if (ob)
172 184 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 185 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 186 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 187 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 188
181int playername_ok(const char *cp) { 189 if (ns)
182 /* Don't allow - or _ as first character in the name */
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}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
227 193
228 /* Clears basically the entire player structure except 194 INVOKE_PLAYER (DISCONNECT, this);
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 195
196 ns->reset_stats ();
197 ns->pl = 0;
198 ns = 0;
199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
205 deactivate ();
206}
207
208//-GPL
209
210// the need for this function can be explained
211// by load_object not returning the object
212void
213player::set_object (object *op)
214{
215 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */
217
218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
221 ob->direction = 5; /* So player faces south */
222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
239
240player::player ()
241{
234 /* There are some elements we want initialized to non zero value - 242 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 243 * we deal with that below this point.
236 */ 244 */
237 p->party=NULL; 245 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 246 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 248
243#ifdef AUTOSAVE 249 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 250
245#endif 251 gen_sp_armour = 10;
252 bowtype = bow_normal;
253 petmode = pet_normal;
254 usekeys = containers;
255 peaceful = 1; /* default peaceful */
256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
260}
261
262void
263player::do_destroy ()
264{
265 disconnect ();
266
267 attachable::do_destroy ();
268
269 if (ob)
246 270 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 271 ob->destroy_inv (false);
272 ob->destroy ();
248 273 }
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 */
257 274
258 roll_stats(op); 275 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} 276}
300 277
301 278player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 279{
305 strcpy(op->contr->maplevel, first_map_path); 280 /* Clear item stack */
306 op->x = -1; 281 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} 282}
340 283
341/* 284/*
342 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
345 */ 288 */
289static archetype *
346archetype *get_player_archetype(archetype* at) 290get_player_archetype (archetype *at)
347{ 291{
348 archetype *start = at; 292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
349 for (;;) { 300 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 } 301 {
361} 302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
362 306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
310}
363 311
312/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316player *
317player::create ()
318{
319 player *pl = new player;
320
321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
327 set_first_map (pl->ob);
328
329 return pl;
330}
331
332object *
364object *get_nearest_player(object *mon) { 333get_nearest_player (object *mon)
334{
365 object *op = NULL; 335 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 336 objectlink *ol;
368 unsigned lastdist; 337 unsigned lastdist;
369 rv_vector rv; 338 rv_vector rv;
370 339
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 343 continue;
398 344
399 if(lastdist>rv.distance) { 345 if (lastdist > rv.distance)
346 {
400 op=ol->ob; 347 op = ol->ob;
401 lastdist=rv.distance; 348 lastdist = rv.distance;
402 } 349 }
403 } 350 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 351
352 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 353 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 354 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 355 {
412 } 356 op = pl->ob;
357 lastdist = rv.distance;
358 }
359
413#if 0 360#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 361 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 362#endif
416 return op; 363 return op;
417} 364}
418 365
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 366/* 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 367 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 368 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 382 * 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 383 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 384 * is probably not a good thing.
438 */ 385 */
439#define MAX_SPACES 50 386#define MAX_SPACES 50
440
441 387
442/* 388/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * 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 390 * 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 391 * 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. 404 * 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, 405 * 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 406 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 407 * is blocking itself.
462 */ 408 */
409int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 410path_to_player (object *mon, object *pl, unsigned mindiff)
411{
464 rv_vector rv; 412 rv_vector rv;
465 sint16 x,y; 413 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 414 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 415 maptile *m, *lastmap;
468 416
469 get_rangevector(mon, pl, &rv, 0); 417 get_rangevector (mon, pl, &rv, 0);
470 418
471 if (rv.distance<mindiff) return 0; 419 if (rv.distance < mindiff)
420 return 0;
472 421
473 x=mon->x; 422 x = mon->x;
474 y=mon->y; 423 y = mon->y;
475 m=mon->map; 424 m = mon->map;
476 dir = rv.direction; 425 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 426 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); 427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428
479 /* If we can't solve it within the search distance, return now. */ 429 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 430 if (diff > max)
431 return 0;
432
481 while (diff >1 && max>0) { 433 while (diff > 1 && max > 0)
434 {
482 lastx = x; 435 lastx = x;
483 lasty = y; 436 lasty = y;
484 lastmap = m; 437 lastmap = m;
485 x = lastx + freearr_x[dir]; 438 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 439 y = lasty + freearr_y[dir];
487 440
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 441 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); 442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 443
491 /* Space is blocked - try changing direction a little */ 444 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 445 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)))) { 446 && (m == mon->map && blocked_link (mon, m, x, y))))
447 {
494 /* recalculate direction from last good location. Possible 448 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 449 * we were not traversing ideal location before.
496 */ 450 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 452 if (rv.direction != dir)
453 {
499 /* OK - says direction should be different - lets reset the 454 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 455 * the values so it will try again.
501 */ 456 */
502 x = lastx; 457 x = lastx;
503 y = lasty; 458 y = lasty;
504 m = lastmap; 459 m = lastmap;
505 dir = firstdir = rv.direction; 460 dir = firstdir = rv.direction;
461 }
506 } else { 462 else
463 {
507 /* direct path is blocked - try taking a side step to 464 /* direct path is blocked - try taking a side step to
508 * either the left or right. 465 * either the left or right.
509 * Note increase the values in the loop below to be 466 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 467 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 468 * 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 469 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 470 * stepping back and forth
514 */ 471 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 {
474 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 475 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 476 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 477 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 478 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 479 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 480 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 481 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 482 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 483 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 484 * the last direction the creature has successfully
526 * moved. 485 * moved.
527 */ 486 */
528 487
529 x = lastx + freearr_x[absdir(lastdir+i)]; 488 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 489 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 490 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 491 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 492 if (mflags & P_OUT_OF_MAP)
493 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 494 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 495 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
496 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 497 if (mflags & P_BLOCKSVIEW)
498 continue;
537 499
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 500 if (m == mon->map && blocked_link (mon, m, x, y))
501 break;
539 } 502 }
540 /* go through entire loop without finding a valid 503 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 504 * sidestep to take - thus, no valid path.
542 */ 505 */
543 if (i==(DETOUR_AMOUNT+1)) 506 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 507 return 0;
545 diff--; 508 diff--;
546 lastdir=dir; 509 lastdir = dir;
547 max--; 510 max--;
548 if (!firstdir) firstdir = dir+i; 511 if (!firstdir)
512 firstdir = dir + i;
549 } /* else check alternate directions */ 513 } /* else check alternate directions */
550 } /* if blocked */ 514 } /* if blocked */
551 else { 515 else
516 {
552 /* we moved towards creature, so diff is less */ 517 /* we moved towards creature, so diff is less */
553 diff--; 518 diff--;
554 max--; 519 max--;
555 lastdir=dir; 520 lastdir = dir;
521 if (!firstdir)
556 if (!firstdir) firstdir = dir; 522 firstdir = dir;
523 }
524
525 if (diff <= 1)
557 } 526 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 528 * headed toward player for entire distance.
561 */ 529 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 530 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); 531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 532 }
565 if (diff>max) return 0; 533
534 if (diff > max)
535 return 0;
566 } 536 }
537
567 /* If we reached the max, didn't find a direction in time */ 538 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 539 if (!max)
540 return 0;
569 541
570 return firstdir; 542 return firstdir;
571} 543}
572 544
545void
573void give_initial_items(object *pl,treasurelist *items) { 546give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 547{
575
576 if(pl->randomitems!=NULL) 548 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 550
579 for (op=pl->inv; op; op=next) { 551 for (object *next, *op = pl->inv; op; op = next)
552 {
580 next = op->below; 553 next = op->below;
581 554
582 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 557 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 559 SET_FLAG (op, FLAG_APPLIED);
587 560
588 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 562 * by this player due to race restrictions
590 */ 563 */
591 if (pl->type == PLAYER) { 564 if (pl->type == PLAYER)
565 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
593 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 571 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 573 {
602 } 574 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; 575 continue;
622 } 576 }
623 if (op->nrof > 1) op->nrof = 1; 577 }
578
579 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex
582 */
583 if (op->type == SKILL)
624 } 584 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name)
587 {
588 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break;
592 }
625 593
594 if (op->nrof > 1)
595 op->nrof = 1;
596 }
597
626 if (op->type == SPELLBOOK && op->inv) { 598 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 600
630 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 603 * merged properly.
633 */ 604 */
634 if (need_identify(op)) { 605 if (need_identify (op))
606 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
610 }
611
612 if (op->type == SPELL)
638 } 613 {
639 if(op->type==SPELL) { 614 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 615 continue;
616 }
617 else if (op->type == SKILL)
643 } 618 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 620 op->stats.exp = 0;
647 op->level = 1; 621 op->level = 1;
648 } 622 }
649 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
652 626
653 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
654 link_player_skills(pl); 628 pl->contr->link_skills ();
655} 629}
656 630
657void get_name(object *op) { 631void
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) { 632get_party_password (object *op, partylist *party)
633{
734 if (party == NULL) { 634 if (party == NULL)
635 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 636 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 637 return;
737 } 638 }
639
738 op->contr->write_buf[0]='\0'; 640 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 644}
743
744 645
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 647static int
648roll_stat ()
649{
747 int a[4],i,j,k; 650 int a[4], i, j, k;
748 651
749 for(i=0;i<4;i++) 652 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 653 a[i] = (int) rndm (6) + 1;
751 654
752 for(i=0,j=0,k=7;i<4;i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 656 if (a[i] < k)
754 k=a[i],j=i; 657 k = a[i], j = i;
755 658
756 for(i=0,k=0;i<4;i++) { 659 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 660 if (i != j)
758 k+=a[i]; 661 k += a[i];
759 } 662
760 return k; 663 return k;
761} 664}
762 665
763void roll_stats(object *op) { 666void
667object::roll_stats ()
668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
764 int sum=0; 673 int sum = 0;
765 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
767 676
768 do { 677 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 678 break;
770 op->stats.Dex=roll_stat(); 679 }
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);
780 680
781 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 682 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;
789 683
790 /* a quick and dirty bubblesort? */ 684 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]; 685 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];
809 686
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; 687 stats.exp = 0;
821 op->stats.ac=0; 688 stats.ac = 0;
822 689
690 stats.hp = stats.maxhp;
691 stats.sp = stats.maxsp;
692 stats.grace = stats.maxgrace;
693
694 if (contr)
695 {
823 op->contr->levhp[1] = 9; 696 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 697 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 698 contr->levgrace[1] = 3;
826 699
827 fix_player(op); 700 contr->orig_stats = stats;
701 }
702}
703
704void
705object::swap_stats (int a, int b)
706{
707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
708
709 for (int i = 0; i < NUM_STATS; ++i)
710 stats.stat (i) = contr->orig_stats.stat (i);
711
712 //TODO: the following code looks so borked and should, at the very least,
713 // be merged with the similar code in roll_stats
714 stats.ac = 0;
715
716 level = 1;
717 stats.exp = 0;
718 stats.ac = 0;
719
828 op->stats.hp = op->stats.maxhp; 720 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 721 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 722 stats.grace = stats.maxgrace;
723
724 if (contr)
725 {
726 contr->levhp[1] = 9;
727 contr->levsp[1] = 6;
728 contr->levgrace[1] = 3;
729
831 op->contr->orig_stats=op->stats; 730 contr->orig_stats = stats;
731 }
832} 732}
833 733
834void Roll_Again(object *op) 734static void
735start_info (object *op)
835{ 736{
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]; 737 char buf[MAX_BUF];
844 738
845 if ( op->contr->Swap_First == -1 ) { 739 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); 740 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} 741}
953 742
954/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
958 * not the class. 747 * not the class.
959 */ 748 */
960 749void
961int key_change_class(object *op, char key) 750player::chargen_race_done ()
962{ 751{
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 */ 752 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 753 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 754
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl)
757 create_treasure (tl, ob, 0, 0, 0);
758
977 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
979 761
980 op->contr->state=ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
981 763
982 if (op->msg) { 764 if (ob->msg)
983 free_string(op->msg); 765 ob->msg = 0;
984 op->msg=NULL;
985 }
986 766
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); 767 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 769 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 770 esrv_send_inventory (ob, ob);
1001 fix_player(op); 771 ob->update_stats ();
1002 772
1003 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1004 * is one for this race 774 * is one for this race
1005 */ 775 */
1006 if(*first_map_ext_path) { 776 if (*first_map_ext_path)
1007 object *tmp; 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 778 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"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 780}
1023 return 0;
1024 }
1025 781
782void
783player::chargen_race_next ()
784{
1026 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1028 */ 787 */
1029 788
1030 tmp_loop = 0; 789 do
1031 while(!tmp_loop) { 790 {
1032 const char *name = add_string (op->name); 791 shstr name = ob->name;
1033 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
793
1034 remove_statbonus(op); 794 ob->remove_statbonus ();
1035 remove_ob (op); 795 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 797 ob->arch->copy_to (ob);
1038 op->instantiate (); 798 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 800 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; 801 ob->x = x;
1045 op->y = y; 802 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 805 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 806 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 } 807 }
808 while (!allowed_class (ob));
809
1055 update_object(op,UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 811 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 812 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 815 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} 816}
1066 817
1067int key_confirm_quit(object *op, char key) 818static 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) { 819flee_player (object *op)
820{
1113 int dir,diff; 821 int dir, diff;
1114 rv_vector rv; 822 rv_vector rv;
1115 823
1116 if(op->stats.hp < 0) { 824 if (op->stats.hp < 0)
825 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
828 return;
829 }
830
831 if (!op->enemy)
832 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED);
835 return;
836 }
837
838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
839 {
840 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED);
842 return;
843 }
844
845 get_rangevector (op, op->enemy, &rv, 0);
846
847 dir = absdir (4 + rv.direction);
848 for (diff = 0; diff < 3; diff++)
849 {
850 int m = 1 - rndm (2) * 2;
851
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1119 return; 853 return;
1120 } 854 }
1121 855
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 */ 856 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 858 op->enemy = NULL;
1156} 859}
1157
1158 860
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* 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 862 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 863 * stop.
1162 */ 864 */
865int
1163int check_pick(object *op) { 866check_pick (object *op)
867{
1164 object *tmp, *next; 868 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 869 int stop = 0;
1167 int j, k, wvratio; 870 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 871
1170
1171 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1173 return 1; 874 return 1;
1174 875
1175 op_tag = op->count;
1176
1177 next = op->below; 876 next = op->below;
1178 if (next) 877
1179 next_tag = next->count; 878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 880
1181 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 882 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 883 while (next && !next->destroyed ())
1184 { 884 {
1185 tmp = next; 885 tmp = next;
1186 next = tmp->below; 886 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 887
1190 if (was_destroyed (op, op_tag)) 888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
894 if (op->destroyed ())
1191 return 0; 895 return 0;
1192 896
1193 if ( ! can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1194 continue; 898 continue;
1195 899
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 901 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1200 continue; 905 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 } 906 }
1236 } 907
1237 else { /* old model */
1238 /* NEW pickup handling */ 908 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
1240 { 910 {
1241 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 912 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 913 ? 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)))); 914 &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", 915 : 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)))); 916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 918 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 } 919 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 920
1266#if 0 921 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 922 return 1;
1268 for(k=0;k<4;k++) 923
1269 { 924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 925 return 1;
1271 for(j=0;j<32;j++) 926
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: 927 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 928 * 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 929 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 930 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 931 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 932 * example.
1286 * The drawback: right now it has no frontend, so you need to 933 * 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 934 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 935 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 938 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 939 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 940 * meaning if any test passes, the item gets picked up. */
1294 941
1295 /* if mode is set to pick nothing up, return */ 942 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 943 if (op->contr->mode == PU_NOTHING)
944 return 1;
1298 945
1299 /* if mode is set to stop when encountering objects, return */ 946 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 947 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 948 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 949 if (op->contr->mode & PU_STOP)
950 return 0;
1304 951
1305 /* useful for going into stores and not losing your settings... */ 952 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 953 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 954 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
1309 957
1310 /* prevent us from turning into auto-thieves :) */ 958 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
1312 961
1313 /* ignore known cursed objects */ 962 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
1315 965
1316 /* all food and drink if desired */ 966 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 967 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 968 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 969 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
1321 if(op->contr->mode & PU_DRINK) 975 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 976 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; } 977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
1324 981
1325 if(op->contr->mode & PU_POTION) 982 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 983 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
1328 988
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 989 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 990 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 991 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
1333 if(op->contr->mode & PU_SKILLSCROLL) 997 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 998 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1336 if(op->contr->mode & PU_READABLES) 1004 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1339 1010
1340 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1013 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1344 1021
1345 /* pick up all magical items */ 1022 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1349 1030
1350 if(op->contr->mode & PU_VALUABLES) 1031 if (op->contr->mode & PU_VALUABLES)
1351 { 1032 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1033 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1354 } 1038 }
1355 1039
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1042 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1050
1051 /* we don't forget dragon food */
1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1360 1058
1361 /* bows and arrows. Bows are good for selling! */ 1059 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1060 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1061 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1365 if(op->contr->mode & PU_ARROW) 1067 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1068 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1368 1073
1369 /* all kinds of armor etc. */ 1074 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1075 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1076 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1373 if(op->contr->mode & PU_HELMET) 1082 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1083 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1376 if(op->contr->mode & PU_SHIELD) 1089 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1090 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1379 if(op->contr->mode & PU_BOOTS) 1096 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1097 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1382 if(op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1385 if(op->contr->mode & PU_CLOAK) 1110 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1111 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1388 1116
1389 /* hoping to catch throwing daggers here */ 1117 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1118 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1393 1124
1394 /* careful: chairs and tables are weapons! */ 1125 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1126 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 } 1127 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1404 { 1134 }
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 1135
1411 /* misc stuff that's useful */ 1136 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1137 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1415 1143
1416 /* any of the last 4 bits set means we use the ratio for value 1144 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1145 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1146 if (op->contr->mode & PU_RATIO)
1419 { 1147 {
1420 /* use value density to decide what else to grab */ 1148 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1149 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1150 /* >=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 */ 1151 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1152 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1154 {
1427 pick_up(op, tmp);
1428#if 0 1155#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1157 if (tmp->name != NULL)
1158 {
1431 fprintf(stderr,"%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1432 } 1160 }
1161 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1165#endif
1166 CHK_PICK_PICKUP;
1437 continue; 1167 continue;
1438 } 1168 }
1169 } /* the new pickup model */
1439 } 1170 }
1440 } /* the new pickup model */ 1171
1441 }
1442 return ! stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1443} 1208}
1444 1209
1445/* 1210/*
1446 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1213 * found object is returned.
1449 */ 1214 */
1215static object *
1450object *find_arrow(object *op, const char *type) 1216find_arrow (object *op, const char *type)
1451{ 1217{
1452 object *tmp = NULL; 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1453 1221
1454 for(op=op->inv; op; op=op->below) 1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1224 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1225 {
1458 else if (op->type==ARROW && op->race==type) 1226 splay (tmp);
1459 return op; 1227 return arrow;
1228 }
1229
1460 return tmp; 1230 return 0;
1461} 1231}
1462 1232
1463/* 1233/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1238 */
1469 1239static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1241{
1472 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1474 1244
1475 if (!type) 1245 if (!type)
1476 return NULL; 1246 return NULL;
1477 1247
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1248 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1249 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1251 {
1481 i = 0; 1252 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1483 if (i > betterby) { 1255 if (i > betterby)
1256 {
1484 tmp = ntmp; 1257 tmp = ntmp;
1485 betterby = i; 1258 betterby = i;
1486 } 1259 }
1260 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1261 else if (arrow->type == ARROW && arrow->race == type)
1262 {
1488 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1264 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1265 {
1491 if (arrow->attacktype & AT_DEATH) { 1266 if (arrow->attacktype & AT_DEATH)
1267 {
1492 *better = 100; 1268 *better = 100;
1493 return arrow; 1269 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1270 }
1498 } else { 1271 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 } 1272 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1273 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1274 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 } 1275 }
1515 } 1276 }
1277 else
1278 {
1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1280 {
1281 attacktype = 1 << attacknum;
1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1284 {
1285 tmp = arrow;
1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1287 }
1288 }
1289
1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1291 {
1292 tmp = arrow;
1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1294 }
1295
1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1297 {
1298 tmp = arrow;
1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1300 }
1516 } 1301 }
1302 }
1517 } 1303 }
1304
1518 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1306 return find_arrow (op, type);
1520 1307
1521 *better = betterby; 1308 *better = betterby;
1522 return tmp; 1309 return tmp;
1523} 1310}
1524 1311
1525/* looks in a given direction, finds the first valid target, and calls 1312/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1314 * op = the shooter
1528 * type = bow->race 1315 * type = bow->race
1529 * dir = fire direction 1316 * dir = fire direction
1530 */ 1317 */
1531 1318static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1320{
1534 object *tmp = NULL; 1321 object *tmp = NULL;
1535 mapstruct *m; 1322 maptile *m;
1536 int i, mflags, found, number; 1323 int i, mflags, found, number;
1537 sint16 x, y; 1324 sint16 x, y;
1538 1325
1539 if (op->map == NULL) 1326 if (op->map == NULL)
1540 return find_arrow(op, type); 1327 return find_arrow (op, type);
1541 1328
1542 /* do a dex check */ 1329 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1330 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))) 1331 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1332 return find_arrow (op, type);
1546 1333
1547 m = op->map; 1334 m = op->map;
1548 x = op->x; 1335 x = op->x;
1549 y = op->y; 1336 y = op->y;
1550 1337
1551 /* find the first target */ 1338 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1339 for (i = 0, found = 0; i < 20; i++)
1340 {
1553 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1346 {
1557 tmp = NULL; 1347 tmp = 0;
1348 break;
1349 }
1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1351 {
1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1353 * perhaps a bad assumption.
1354 */
1355 tmp = 0;
1356 break;
1357 }
1358
1359 if (mflags & P_IS_ALIVE)
1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558 break; 1362 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 } 1363 }
1576 if (tmp == NULL) 1364
1365 if (!tmp)
1577 return find_arrow(op, type); 1366 return find_arrow (op, type);
1578 1367
1579 if (tmp->head) 1368 if (tmp->head)
1580 tmp = tmp->head; 1369 tmp = tmp->head;
1581 1370
1582 return find_better_arrow(op, tmp, type, &i); 1371 return find_better_arrow (op, tmp, type, &i);
1583} 1372}
1584 1373
1585/* 1374/*
1586 * Creature fires a bow - op can be monster or player. Returns 1375 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1376 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1379 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1380 * 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 1381 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1382 * player fire modes.
1594 */ 1383 */
1384int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1386{
1598 object *left, *bow; 1387 object *left, *bow;
1599 tag_t left_tag, tag; 1388 int mflags;
1600 int bowspeed, mflags; 1389 maptile *m;
1601 mapstruct *m;
1602 1390
1603 if (!dir) { 1391 if (!dir)
1392 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1394 return 0;
1395 }
1396
1397 if (op->contr)
1398 bow = op->current_weapon;
1399 else
1606 } 1400 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* 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. 1403 * don't need to switch back and forth between bows and weapons.
1613 */ 1404 */
1614 if(bow->type==BOW) 1405 if (bow->type == BOW)
1615 break; 1406 break;
1616 1407
1617 if (!bow) { 1408 if (!bow)
1409 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1411 return 0;
1620 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1621 } 1416 }
1417
1622 if( !bow->race || !bow->skill) { 1418 if (!bow->race || !bow->skill)
1419 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1421 return 0;
1625 } 1422 }
1626 1423
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) { 1424 if (arrow == NULL)
1425 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1427 {
1637 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1429 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 */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1431 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1643 return 0; 1434 return 0;
1644 } 1435 }
1645 } 1436 }
1437
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1439 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1440 return 0;
1649 } 1441
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1442 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1443 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1444 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1445 return 0;
1653 } 1446 }
1654 1447
1655 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1449 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1450 {
1658 free_object(arrow); 1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1452 arrow->destroy ();
1659 return 0; 1453 return 0;
1660 } 1454 }
1661 1455
1662 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1457 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1458 if (!arrow)
1665 if (arrow == NULL) { 1459 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1461 return 0;
1669 } 1462 }
1670 set_owner(arrow, op); 1463
1671 if (arrow->skill) free_string(arrow->skill); 1464 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1465 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1466 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1467
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 */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1471 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1472
1690 /* Note that this was different for monsters - they got their level 1473#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1474 if (player *pl = op->contr)
1692 */
1693 1475 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1476 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1698 /* update the speed */ 1490 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1491 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; 1492 + bow->stats.dam / 7.f;
1703 1493
1704 if (arrow->speed < 1.0) 1494 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1495 arrow->speed_left = 0;
1708 1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498
1709 if (op->type == PLAYER) { 1499 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1500 {
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; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1502 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1508 }
1509 else
1510 {
1720 arrow->level = op->level; 1511 arrow->level = op->level;
1721 } 1512 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1513
1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1723 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1518 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1519
1727 arrow->map = m; 1520 wc -= arrow->level;
1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1526
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1528 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1529
1735 if (!was_destroyed(arrow, tag)) 1530 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1531 move_arrow (arrow);
1737 1532
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; 1533 return 1;
1745} 1534}
1746 1535
1747/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1537 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1541 * hence the function name.
1753 */ 1542 */
1543static int
1754int player_fire_bow(object *op, int dir) 1544player_fire_bow (object *op, int dir)
1755{ 1545{
1756 int ret=0, wcmod=0; 1546 int ret;
1757 1547
1758 if (op->contr->bowtype == bow_bestarrow) { 1548 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1549 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1550 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); 1551 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1553 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1554 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, 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1556 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1557 else if (op->contr->bowtype == bow_threewide)
1558 {
1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1562 }
1563 else if (op->contr->bowtype == bow_spreadshot)
1564 {
1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1568 }
1569 else
1570 {
1571 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1572 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 } 1573 }
1574
1780 return ret; 1575 return ret;
1781} 1576}
1782
1783 1577
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1786 */ 1580 */
1581static void
1787void fire_misc_object(object *op, int dir) 1582fire_misc_object (object *op, int dir)
1788{ 1583{
1789 object *item; 1584 object *item = op->contr->ranged_ob;
1790 1585
1791 if (!op->contr->ranges[range_misc]) { 1586 if (!item)
1587 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1589 return;
1794 } 1590 }
1795 1591
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1592 if (!item->inv)
1593 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1595 return;
1800 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1801 if (item->type == WAND) { 1601 if (item->type == WAND)
1602 {
1802 if(item->stats.food<=0) { 1603 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1604 {
1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
1805 return; 1608 return;
1806 } 1609 }
1610 }
1807 } else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1612 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1618 {
1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1810 if (item->type== ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1623 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1624 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)); 1625
1816 return; 1626 return;
1817 } 1627 }
1818 } 1628 }
1819 1629
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1631 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1822 if (item->type == WAND) { 1634 if (item->type == WAND)
1635 {
1823 if (!(--item->stats.food)) { 1636 if (!(--item->stats.food))
1637 {
1824 object *tmp; 1638 object *tmp;
1639
1825 if (item->arch) { 1640 if (item->arch)
1641 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1828 item->speed = 0; 1644 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1645 }
1831 if ((tmp=is_player_inv(item))) 1646
1647 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1649 }
1834 } 1650 }
1835 else if (item->type == ROD || item->type==HORN) { 1651 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1652 drain_rod_charge (item);
1837 }
1838 } 1653 }
1839} 1654}
1840 1655
1841/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1842 */ 1657 */
1658bool
1843void fire(object *op,int dir) { 1659fire (object *op, int dir)
1660{
1844 int spellcost=0; 1661 int spellcost = 0;
1845 1662
1663 player *pl = op->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (op->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (op->speed_left > 0.f)
1677 --op->speed_left;
1678 else
1679 return false;
1680
1681 if (!op->apply (ob))
1682 return false;
1683
1846 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1685 if (action_makes_visible (op))
1686 make_visible (op);
1848 1687
1849 switch(op->contr->shoottype) { 1688 switch (ob->type)
1850 case range_none: 1689 {
1851 return; 1690 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1691 player_fire_bow (op, dir);
1855 return; 1692 break;
1856 1693
1857 case range_magic: /* Casting spells */ 1694 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1695 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1696 break;
1860 1697
1861 case range_misc: 1698 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 ); 1699 apply_map_builder (op, dir);
1700 break;
1701
1702 case SKILL:
1703 do_skill (op, op, ob, dir, 0);
1704 break;
1705
1706 default:
1707 fire_misc_object (op, dir);
1708 break;
1709 }
1710
1711 return true;
1712}
1713
1714static object *
1715find_key_ (object *pl, object *container, object *door)
1716{
1717 object *tmp, *key;
1718
1719 /* Should not happen, but sanity checking is never bad */
1720 if (!container->inv)
1721 return 0;
1722
1723 /* First, lets try to find a key in the top level inventory */
1724 for (tmp = container->inv; tmp; tmp = tmp->below)
1725 {
1726 if (door->type == DOOR && tmp->type == KEY)
1727 break;
1728
1729 /* For sanity, we should really check door type, but other stuff
1730 * (like containers) can be locked with special keys
1731 */
1732 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1733 break;
1734 }
1735
1736 /* No key found - lets search inventories now */
1737 /* If we find and use a key in an inventory, return at that time.
1738 * otherwise, if we search all the inventories and still don't find
1739 * a key, return
1740 */
1741 if (!tmp)
1742 {
1743 for (tmp = container->inv; tmp; tmp = tmp->below)
1744 /* No reason to search empty containers */
1745 if (tmp->type == CONTAINER && tmp->inv)
1746 if ((key = find_key_ (pl, tmp, door)))
1747 return key;
1748
1749 if (!tmp)
1886 return; 1750 return 0;
1887 default: 1751 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1752
1753 /* We get down here if we have found a key. Now if its in a container,
1754 * see if we actually want to use it
1755 */
1756 if (pl != container)
1757 {
1758 /* Only let players use keys in containers */
1759 if (!pl->contr)
1889 return; 1760 return 0;
1890 }
1891}
1892 1761
1762 /* cases where this fails:
1763 * If we only search the player inventory, return now since we
1764 * are not in the players inventory.
1765 * If the container is not active, return now since only active
1766 * containers can be used.
1767 * If we only search keyrings and the container does not have
1768 * a race/isn't a keyring.
1769 * No checking for all containers - to fall through past here,
1770 * inv must have been an container and must have been active.
1771 *
1772 * Change the color so that the message doesn't disappear with
1773 * all the others.
1774 */
1775 if (pl->contr->usekeys == key_inventory
1776 || !QUERY_FLAG (container, FLAG_APPLIED)
1777 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1778 {
1779 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1780 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1781 return NULL;
1782 }
1783 }
1893 1784
1785 return tmp;
1786}
1894 1787
1895/* find_key 1788/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1789 * 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 1790 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1791 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1793 * pl is the player,
1901 * inv is the objects inventory to searched 1794 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1795 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1796 * This function can be called recursively to search containers.
1904 */ 1797 */
1905 1798object *
1906object * find_key(object *pl, object *container, object *door) 1799find_key (object *pl, object *container, object *door)
1907{ 1800{
1908 object *tmp,*key; 1801 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 } 1802 {
1922 /* No key found - lets search inventories now */ 1803 // 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. 1804 // 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 1805 // of searching through containers ourselves.
1925 * a key, return 1806
1926 */ 1807 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 } 1808 }
1936 /* We get down here if we have found a key. Now if its in a container, 1809 else
1937 * see if we actually want to use it 1810 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} 1811}
1968 1812
1969/* moved door processing out of move_player_attack. 1813/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1814 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1815 * such that the caller should not do anything more,
1972 * 0 otherwise 1816 * 0 otherwise
1973 */ 1817 */
1818static int
1974static int player_attack_door(object *op, object *door) 1819player_attack_door (object *op, object *door)
1975{ 1820{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1821 /* 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 - 1822 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1823 * otherwise, we fall through to the rest of the code.
1980 */ 1824 */
1981 object *key=find_key(op, op, door); 1825 object *key = find_key (op, op, door);
1982 1826
1983 /* IF we found a key, do some extra work */ 1827 /* If we found a key, do some extra work */
1984 if (key) { 1828 if (key)
1829 {
1985 object *container=key->env; 1830 object *container = key->env;
1986 1831
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1832 if (action_makes_visible (op))
1833 make_visible (op);
1834
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1835 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1836 spring_trap (door->inv, op);
1837
1990 if (door->type == DOOR) { 1838 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1839 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1840 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1841 {
1995 "You open the door with the %s", query_short_name(key)); 1842 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1843 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1844 }
1845
1998 /* Do this after we print the message */ 1846 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1847 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1848
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1849 return 1; /* Nothing more to do below */
1850 }
2004 } else if (door->type==LOCKED_DOOR) { 1851 else if (door->type == LOCKED_DOOR)
1852 {
2005 /* Might as well return now - no other way to open this */ 1853 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1854 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1855 return 1;
2008 } 1856 }
1857
2009 return 0; 1858 return 0;
2010} 1859}
2011 1860
2012/* This function is just part of a breakup from move_player. 1861/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1862 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1863 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1864 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1865 * going to try and move (not fire weapons).
2017 */ 1866 */
2018 1867bool
2019void move_player_attack(object *op, int dir) 1868move_player_attack (object *op, int dir)
2020{ 1869{
2021 object *tmp, *mon; 1870 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1871 {
2023 int on_battleground; 1872 --op->speed_left;
2024 mapstruct *m; 1873 return true;
1874 }
2025 1875
2026 nx=freearr_x[dir]+op->x; 1876 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1877 sint16 ny = freearr_y[dir] + op->y;
2028 1878
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1879 if (out_of_map (op->map, nx, ny))
1880 return false;
2030 1881
2031 /* If braced, or can't move to the square, and it is not out of the 1882 /* 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 1883 * 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 1884 * 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 1885 * 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 1886 * 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 1887 * 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 1888 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1889 * move_ob uses.
2039 */ 1890 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1891 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 1892
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1893 /* 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. 1894 * 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 1895 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1896 * on the space
1897 */
1898 object *mon;
1899 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1900 {
1901 if ((mon->flag [FLAG_ALIVE]
1902 || mon->type == LOCKED_DOOR
1903 || mon->flag [FLAG_CAN_ROLL])
1904 && mon != op)
1905 break;
1906 }
1907
1908 if (!mon) /* This happens anytime the player tries to move */
1909 return false; /* into a wall */
1910
1911 mon = mon->head_ ();
1912
1913 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1914 if (op->contr->weapon_sp_left > 0.f)
1915 if (player_attack_door (op, mon))
2057 */ 1916 {
2058 while (tmp!=NULL) { 1917 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1918 return true;
2060 tmp=tmp->above; 1919 }
2061 continue; 1920
1921 /* The following deals with possibly attacking peaceful
1922 * or friendly creatures. Basically, all players are considered
1923 * unaggressive. If the moving player has peaceful set, then the
1924 * object should be pushed instead of attacked. It is assumed that
1925 * if you are braced, you will not attack friends accidently,
1926 * and thus will not push them.
1927 */
1928
1929 /* If the creature is a pet, push it even if the player is not
1930 * peaceful. Our assumption is the creature is a pet if the
1931 * player owns it and it is either friendly or unagressive.
1932 */
1933 if (op->type == PLAYER
1934 && ((mon->owner && mon->owner->contr
1935 && same_party (mon->owner->contr->party, op->contr->party))
1936 || mon->owner == op)
1937 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1938 {
1939 /* If we're braced, we don't want to switch places with it */
1940 if (op->contr->braced)
1941 return false;
1942
1943 if (op->speed_left > 0.f)
1944 {
1945 --op->speed_left;
1946
1947 op->play_sound (sound_find ("push_player"));
1948 push_ob (mon, dir, op);
1949
1950 if (action_makes_visible (op))
1951 make_visible (op);
1952
1953 return true;
1954 }
1955 else
1956 return false;
1957 }
1958
1959 bool on_battleground = op_on_battleground (op, 0, 0);
1960
1961 /* in certain circumstances, you shouldn't attack friendly
1962 * creatures. Note that if you are braced, you can't push
1963 * someone, but put it inside this loop so that you won't
1964 * attack them either.
1965 */
1966 if ((mon->type == PLAYER || mon->enemy != op)
1967 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1968 && ((op->contr->peaceful
1969 || (mon->type == PLAYER && mon->contr->peaceful))
1970 && !on_battleground))
1971 {
1972 if (op->speed_left > 0.f)
1973 {
1974 --op->speed_left;
1975
1976 if (!op->contr->braced)
1977 {
1978 op->play_sound (sound_find ("push_player"));
1979 push_ob (mon, dir, op);
2062 } 1980 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1981 else
2064 mon = tmp; 1982 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 1983
2075 if(mon->head != NULL) 1984 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1985 make_visible (op);
2077 1986
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1987 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 { 1988 }
2106 /* If we're braced, we don't want to switch places with it */ 1989 }
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 1990 /* 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. 1991 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1992 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1993 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1994 {
1995 if (op->speed_left > 0.f)
1996 {
1997 --op->speed_left;
1998
2142 recursive_roll(mon,dir,op); 1999 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2000 if (action_makes_visible (op))
2144 } 2001 make_visible (op);
2145 2002
2003 return true;
2004 }
2005 }
2146 /* Any generic living creature. Including things like doors. 2006 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2007 * 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: 2008 * 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 2009 * 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. 2010 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2011 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2012 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2013 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2014 {
2156 2015 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 } 2016 {
2184 } /* if player should attack something */ 2017 --op->contr->weapon_sp_left;
2185}
2186 2018
2019 skill_attack (mon, op, 0, 0, 0);
2020
2021 if (action_makes_visible (op))
2022 make_visible (op);
2023
2024 return true;
2025 }
2026 }
2027
2028 return false;
2029}
2030
2031bool
2187int move_player(object *op,int dir) { 2032move_player (object *op, int dir)
2188 int pick; 2033{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2034 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; 2035 return 0;
2036
2037 /* Sanity check: make sure dir is valid */
2038 if (dir < 0 || dir >= 9)
2039 {
2040 LOG (llevError, "move_player: invalid direction %d\n", dir);
2041 return 0;
2042 }
2043
2044 /* peterm: added following line */
2045 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2046 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2047
2048 op->facing = dir;
2049
2050 if (op->flag [FLAG_HIDDEN])
2051 do_hidden_move (op);
2052
2053 bool retval;
2054 int pick = 0;
2055
2056 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2057 retval = RESULT_INT (0);
2058 else if (op->contr->fire_on)
2059 retval = fire (op, dir);
2060 else
2061 {
2062 retval = move_player_attack (op, dir);
2063 pick = check_pick (op);
2064 }
2065
2066 /* Add special check for newcs players and fire on - this way, the
2067 * server can handle repeat firing.
2068 */
2069 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2070 op->direction = dir;
2071 else
2072 op->direction = 0;
2073
2074 /* Update how the player looks. Use the facing, so direction may
2075 * get reset to zero. This allows for full animation capabilities
2076 * for players.
2077 */
2078 animate_object (op, op->facing);
2079
2080 return retval;
2231} 2081}
2232 2082
2233/* This is similar to handle_player, below, but is only used by the 2083/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2084 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2085 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2086 * the new speed values for commands.
2237 * 2087 *
2238 * Returns true if there are more actions we can do. 2088 * Returns true if there are more actions we can do. Should not do
2089 * many actions in a row, as that would be too unfair to other
2090 * players.
2239 */ 2091 */
2092bool
2240int handle_newcs_player(object *op) 2093handle_newcs_player (object *op)
2241{ 2094{
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)) { 2095 if (QUERY_FLAG (op, FLAG_SCARED))
2096 {
2097 if (op->speed_left > 0.f)
2098 {
2099 --op->speed_left;
2259 flee_player(op); 2100 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2101
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2102 return true;
2264 } 2103 }
2104 else
2105 return false;
2265 } 2106 }
2266 2107
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 2108 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2109 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2110 * called, so we recheck it here.
2282 */ 2111 */
2283 HandleClient(&op->contr->socket, op->contr); 2112 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2113 return true;
2285 2114
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2115 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); 2116 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2117
2296 else return 0; 2118 return false;
2297 } 2119}
2120
2121static int
2122save_life (object *op)
2123{
2124 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2125 return 0;
2299}
2300 2126
2301int save_life(object *op) { 2127 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2128 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2129 {
2130 op->play_sound (sound_find ("ob_evaporate"));
2131 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2132
2133 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2134 CLEAR_FLAG (op, FLAG_LIFESAVE);
2135
2136 if (op->stats.hp < 0)
2137 op->stats.hp = op->stats.maxhp;
2138
2139 if (op->stats.food < 0)
2140 op->stats.food = MAX_FOOD;
2141
2142 op->update_stats ();
2305 return 0; 2143 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 } 2144 }
2145
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2146 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2147 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2148 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2149 return 0;
2329} 2150}
2330 2151
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2152/* 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 2153 * 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 2154 * function will descend into containers. op is the object to start the search
2334 * from. 2155 * from.
2335 */ 2156 */
2157static void
2336void remove_unpaid_objects(object *op, object *env) 2158drop_unpaid_items (object *op, object *env)
2337{ 2159{
2338 object *next;
2339
2340 while (op) { 2160 while (op)
2161 {
2341 next=op->below; /* Make sure we have a good value, in case 2162 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2163
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2164 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2165 op->insert_at (env);
2346 op->x = env->x; 2166 else if (op->inv)
2347 op->y = env->y; 2167 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2168
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; 2169 op = next;
2354 } 2170 }
2355} 2171}
2356 2172
2357 2173void
2358/* 2174object::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{ 2175{
2367 static char buf2[MAX_BUF]; 2176 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2177 ::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} 2178}
2394 2179
2395 2180void
2396
2397void do_some_living(object *op) { 2181do_some_living (object *op)
2182{
2398 int last_food=op->stats.food; 2183 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2184 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2185 int over_hp, over_sp, over_grace;
2401 int i; 2186 int i;
2402 int rate_hp = 1200; 2187 int rate_hp = 1200;
2403 int rate_sp = 2500; 2188 int rate_sp = 2500;
2404 int rate_grace = 2000; 2189 int rate_grace = 2000;
2405 const int max_hp = 1; 2190 const int max_hp = 1;
2406 const int max_sp = 1; 2191 const int max_sp = 1;
2407 const int max_grace = 1; 2192 const int max_grace = 1;
2408 2193
2409 if (op->contr->outputs_sync) { 2194 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2195 {
2411 if (op->contr->outputs[i].buf!=NULL && 2196 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2197 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2198 * depending on the value of invisible, so we need to
2199 * alternate it here for it to work correctly.
2200 */
2201 if (pticks & 2)
2202 op->invisible--;
2414 } 2203 }
2204 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2205 {
2206 if (!op->invisible--)
2207 {
2208 make_visible (op);
2209 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2210 }
2211 }
2415 2212
2416 if(op->contr->state==ST_PLAYING) { 2213 if (op->contr->ns->state == ST_PLAYING)
2417 2214 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2215 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2216 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2217 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2218 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2219 else
2220 {
2423 gen_hp = op->stats.maxhp; 2221 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2222 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2223 }
2224
2426 if(op->contr->gen_sp >= 0 ) 2225 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2226 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2227 else
2228 {
2429 gen_sp = op->stats.maxsp; 2229 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2230 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2231 }
2232
2432 if(op->contr->gen_grace >= 0) 2233 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2234 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2235 else
2236 {
2435 gen_grace = op->stats.maxgrace; 2237 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2238 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 } 2239 }
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 2240
2473 /* Regenerate Grace */ 2241 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2242 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2243 if (--op->last_grace < 0)
2244 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2245 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2246 op->stats.grace++; /* no penalty in food for regaining grace */
2247
2478 if(max_grace>1) { 2248 if (max_grace > 1)
2249 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2250 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2251 if (over_grace > 0)
2252 {
2481 op->stats.sp += over_grace 2253 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; 2254 + (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; 2255 op->last_grace = 0;
2256 }
2484 } else { 2257 else
2258 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2259 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2260 }
2486 } 2261 }
2487 } else { 2262 else
2263 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2264 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2265 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2266 /* 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 } 2267 }
2506 } 2268
2507 if(max_hp>1) { 2269 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 } 2270 {
2516 } else { 2271 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2272 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2273 {
2519 } 2274 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2275
2521 /* Digestion */ 2276 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2277 {
2523#ifdef COZY_SERVER 2278 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 2279
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 */ 2280 /* 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)) { 2281 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; 2282 {
2283 op->stats.food--;
2284
2285 if (op->contr->digestion < 0)
2286 op->stats.food += op->contr->digestion;
2287 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2288 op->stats.food = last_food;
2289 }
2551 } 2290 }
2291
2292 if (max_sp > 1)
2293 {
2294 over_sp = (gen_sp + 10) / rate_sp;
2295 if (over_sp > 0)
2296 {
2297 if (op->stats.sp < op->stats.maxsp)
2298 {
2299 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2300
2301 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2302 op->stats.sp--;
2303
2304 if (op->stats.sp > op->stats.maxsp)
2305 op->stats.sp = op->stats.maxsp;
2306 }
2307
2308 op->last_sp = 0;
2309 }
2310 else
2311 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2312 }
2313 else
2314 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2315 }
2316
2317 /* Regenerate Hit Points */
2318 if (--op->last_heal < 0)
2319 {
2320 if (op->stats.hp < op->stats.maxhp)
2321 {
2322 op->stats.hp++;
2323
2324 /* dms do not consume food */
2325 if (!QUERY_FLAG (op, FLAG_WIZ))
2326 {
2327 op->stats.food--;
2328
2329 if (op->contr->digestion < 0)
2330 op->stats.food += op->contr->digestion;
2331 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2332 op->stats.food = last_food;
2333 }
2334 }
2335
2336 if (max_hp > 1)
2337 {
2338 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2339
2340 if (over_hp > 0)
2341 {
2342 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2343 op->last_heal = 0;
2344 }
2345 else
2346 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2347 }
2348 else
2349 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2350 }
2351 }
2352
2353 /* Digestion */
2354 if (--op->last_eat < 0)
2355 {
2356 int bonus = max (0, op->contr->digestion),
2357 penalty = max (0, -op->contr->digestion);
2358
2359 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2360
2361 /* dms do not consume food */
2362 if (!QUERY_FLAG (op, FLAG_WIZ))
2363 op->stats.food--;
2364 }
2365
2366 if (op->stats.food < 0 && op->stats.hp >= 0)
2367 {
2368 object *flesh = 0;
2369
2370 for_inv_removable (op, tmp)
2371 {
2372 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2373 continue;
2374
2375 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2376 {
2377 op->statusmsg ("You blindly grab for a bite of food. "
2378 "H<To prevent you from starving, you ate some random item from your backpack.>");
2379 manual_apply (op, tmp, 0);
2380
2381 if (op->stats.food >= 0 || op->stats.hp < 0)
2382 break;
2383 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2384 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2385 flesh = tmp;
2554 } /* end of for loop */ 2386 }
2387
2555 /* If player is still starving, it means they don't have any food, so 2388 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2389 * eat flesh instead.
2557 */ 2390 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2391 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."); 2392 {
2393 op->statusmsg ("You blindly grab for a bite of food. "
2394 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2395 manual_apply (op, flesh, 0);
2396 }
2397
2398 // If player is still starving, alert him!
2399 if (op->stats.food < 0)
2400 op->failmsg ("You are starving! "
2401 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2402 }
2403
2404 if (op->stats.food < 0)
2561 } 2405 {
2562 } /* end if player is starving */ 2406 op->stats.hp += op->stats.food;
2407 op->stats.food = 0;
2563 2408
2564 while(op->stats.food<0&&op->stats.hp>0) 2409 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2410 {
2411 op->contr->killer = archetype::get ("killer_starvation");
2412 op->contr->killer->destroy ();
2413 }
2414 }
2566 2415
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2416 /* killer should be set here already */
2417 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2418 kill_player (op);
2419 }
2569} 2420}
2570
2571
2572 2421
2573/* If the player should die (lack of hp, food, etc), we call this. 2422/* 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 2423 * 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 2424 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2425 * file.
2577 */ 2426 */
2427void
2578void kill_player(object *op) 2428kill_player (object *op)
2579{ 2429{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2430 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2431 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; 2432 int will_kill_again;
2589 archetype *at; 2433 archetype *at;
2590 object *tmp; 2434 object *tmp;
2591 2435
2592 if(save_life(op)) 2436 if (save_life (op))
2593 return; 2437 return;
2594 2438
2439 dynbuf_text deathtab;
2595 2440
2441 /* restore player */
2442 at = archetype::find (shstr_poisoning);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your body feels cleansed...\r";
2447 }
2448
2449 at = archetype::find (shstr_confusion);
2450 if (object *tmp = present_arch_in_ob (at, op))
2451 {
2452 tmp->destroy ();
2453 deathtab << "Your mind feels clearer...\r";
2454 }
2455
2456 cure_disease (op, 0, 0); /* remove any disease */
2457
2458 max_it (op->stats.hp , op->stats.maxhp);
2459 max_it (op->stats.sp , op->stats.maxsp);
2460 max_it (op->stats.grace, op->stats.maxgrace);
2461 max_it (op->stats.food , 200);
2462
2463 // remove all spell effects that are active
2464 // to avoid long-term effects such as word-of-recall
2465 for (object *item = op->inv; item; )
2466 {
2467 object *next = item->below;
2468
2469 if (item->type == SPELL_EFFECT && item->active)
2470 item->destroy ();
2471
2472 item = next;
2473 }
2474
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2475 /* 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. 2476 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2477 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2478 */
2600 if (op_on_battleground(op, &x, &y)) { 2479 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2480 {
2602 "You have been defeated in combat!"); 2481 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 2482
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 */ 2483 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2484 object *tmp = archetype::find (shstr_finger)->instance ();
2629 if (tmp != NULL) 2485
2630 { 2486 tmp->name = format ("%s's finger" , &op->name);
2631 sprintf(buf,"%s's finger",op->name); 2487 tmp->name_pl = format ("%s's fingers", &op->name);
2632 tmp->name = add_string(buf); 2488 tmp->msg = format (
2633 sprintf(buf," This finger has been cut off %s\n" 2489 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2490 &op->name, op->contr->title,
2635 op->name, op->contr->title, (int)(op->level), 2491 (int)op->level,
2636 op->contr->killer); 2492 op->contr->killer_name ()
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 }
2643 2493 );
2494 tmp->value = 0, tmp->type = 0;
2495 tmp->material = name_to_material (shstr_organic);
2496 tmp->insert_at (op, tmp);
2497
2644 /* teleport defeated player to new destination*/ 2498 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2499 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2500 op->contr->braced = 0;
2501
2502 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2503 return;
2648 } 2504 }
2649 2505
2506 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2507 deathtab << "T<YOU HAVE DIED>\n\n";
2508
2650 INVOKE_PLAYER (DEATH, op->contr); 2509 INVOKE_PLAYER (DEATH, op->contr);
2651 2510
2652 command_kill_pets (op, 0); 2511 command_kill_pets (op, 0);
2653 2512
2654 if(op->stats.food<0) { 2513 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 2514
2675 /* save the map location for corpse, gravestone*/ 2515 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2516 x = op->x;
2517 y = op->y;
2518 map = op->map;
2677 2519
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2520 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2521 * 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. 2522 * See the config.h file for a little more in depth detail about this.
2683 */ 2523 */
2684 2524
2685 /* Basically two ways to go - remove a stat permanently, or just 2525 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2526 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2527 * of death.
2688 */ 2528 */
2689#ifndef COZY_SERVER 2529#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2530 if (settings.balanced_stat_loss)
2531 {
2691 /* If stat loss is permanent, lose one stat only. */ 2532 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2533 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2534 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2535 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2536 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2537 little bit harder. */
2697 /* GD */ 2538 /* GD */
2698 if (settings.stat_loss_on_death) 2539 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; 2540 num_stats_lose = 1;
2704 } 2541 else
2542 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2543 }
2544 else
2545 num_stats_lose = 1;
2546
2705 lost_a_stat = 0; 2547 lost_a_stat = 0;
2706 2548
2707 for (z=0; z<num_stats_lose; z++) { 2549 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2550 {
2551 i = rndm (NUM_STATS);
2709 2552
2710 if (settings.stat_loss_on_death) { 2553 if (settings.stat_loss_on_death)
2554 {
2711 /* Pick a random stat and take a point off it. Tell the player 2555 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2556 * what he lost.
2713 */ 2557 */
2714 change_attr_value(&(op->stats), i,-1); 2558 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2559 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2560 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2561 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2562 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2563 lost_a_stat = 1;
2720 } else { 2564 }
2565 else
2566 {
2721 /* deplete a stat */ 2567 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2568 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2569 object *dep;
2570
2571 dep = present_arch_in_ob (deparch, op);
2572 if (!dep)
2724 2573 {
2725 dep = present_arch_in_ob(deparch,op); 2574 dep = deparch->instance ();
2726 if(!dep) {
2727 dep = arch_to_object(deparch);
2728 insert_ob_in_ob(dep, op); 2575 insert_ob_in_ob (dep, op);
2729 } 2576 }
2730 lose_this_stat = 1; 2577 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2578 if (settings.balanced_stat_loss)
2579 {
2732 /* GD */ 2580 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2581 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2582 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2583 if (this_stat < 0)
2584 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2585 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2586 int keep_chance = this_stat * this_stat;
2587
2738 /* Yes, I am paranoid. Sue me. */ 2588 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2589 if (keep_chance < 1)
2740 keep_chance = 1; 2590 keep_chance = 1;
2741 2591
2742 /* There is a maximum depletion total per level. */ 2592 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2593 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2594 {
2744 lose_this_stat = 0; 2595 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2596 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2597 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 } 2598 }
2756 } 2599 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 */ 2600 {
2766 if (this_stat>=-50) { 2601 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; 2602 lose_this_stat = 0;
2603 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2604 this_stat, keep_chance, loss_chance,
2605 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2606 }
2773 } 2607 }
2774 } 2608 }
2775 } 2609
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2610 if (lose_this_stat)
2778 { 2611 {
2779 /* determine_god() seems to not work sometimes... why is this? 2612 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2613 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2614 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2615 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2616 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2617 * difference.
2785 " you.", god); 2618 */
2619 if (this_stat >= -50)
2786 else 2620 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2621 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2622 SET_FLAG (dep, FLAG_APPLIED);
2623 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2624 op->update_stats ();
2625 lost_a_stat = 1;
2626 }
2789 } 2627 }
2628 }
2629 }
2630
2631 /* If no stat lost, tell the player. */
2632 if (!lost_a_stat)
2633 {
2634 /* determine_god() seems to not work sometimes... why is this?
2635 Should I be using something else? GD */
2636 shstr_tmp god = determine_god (op);
2637
2638 if (god != shstr_none)
2639 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2640 else
2641 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2642 }
2643#else
2644 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2645#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 2646
2794 /* Put a gravestone up where the character 'almost' died. List the 2647 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2648 * exp loss on the stone.
2796 */ 2649 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2650 tmp = archetype::find (shstr_gravestone)->instance ();
2798 sprintf(buf,"%s's gravestone",op->name); 2651 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2652 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2653 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); 2654 &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; 2655 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2656 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2657
2811 /**************************************/ 2658 /**************************************/
2812 /* */ 2659 /* */
2813 /* Subtract the experience points, */ 2660 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2661 /* */
2817 /**************************************/ 2662 /**************************************/
2818 2663
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)); */ 2664 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2665 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 2666
2845 /* 2667 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2668 * 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 2669 * and put them back in the map.
2848 * in the map. 2670 */
2849 */ 2671 op->drop_unpaid_items ();
2850 2672
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2673 /****************************************/
2855 /* */ 2674 /* */
2856 /* Move player to his current respawn- */ 2675 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2676 /* position (usually last savebed) */
2858 /* */ 2677 /* */
2859 /****************************************/ 2678 /****************************************/
2860 2679
2861 enter_player_savebed(op); 2680 enter_player_savebed (op);
2862 2681
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2682 op->contr->braced = 0;
2867 save_player(op,1);
2868 2683
2869 /* it is possible that the player has blown something up 2684 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2685 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2686 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2687 * on the space that might harm the player.
2873 */ 2688 */
2874 will_kill_again=0; 2689 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2690 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2691 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2692 will_kill_again |= tmp->attacktype;
2878 } 2693
2879 if (will_kill_again) { 2694 if (will_kill_again)
2695 {
2880 object *force; 2696 object *force;
2881 int at; 2697 int at;
2882 2698
2883 force=get_archetype(FORCE_NAME); 2699 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2700 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2701 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2702 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2703 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2704 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2705 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2706 force->resist[at] = 100;
2707
2708 insert_ob_in_ob (force, op);
2709 op->update_stats ();
2710 }
2711
2712 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2713}
2714
2715static void
2716loot_object (object *op)
2717{ /* Grab and destroy some treasure */
2718 object *tmp, *tmp2, *next;
2719
2720 op->close_container (); /* close open sack first */
2721
2722 for (tmp = op->inv; tmp; tmp = next)
2723 {
2724 next = tmp->below;
2725
2726 if (tmp->invisible)
2727 continue;
2728
2729 tmp->remove ();
2730 tmp->x = op->x, tmp->y = op->y;
2731
2732 if (tmp->type == CONTAINER)
2733 loot_object (tmp); /* empty container to ground */
2734
2735 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2736 {
2737 if (tmp->nrof > 1)
2738 {
2739 tmp->decrease (rndm (1, tmp->nrof - 1));
2740 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2741 }
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 { 2742 else
2950 delete_character(op->name,1); 2743 tmp->destroy ();
2951 } 2744 }
2952 } 2745 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); 2746 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 } 2747 }
2997} 2748}
2998 2749
2999/* 2750/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2751 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2752 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2753 * was changed.
3003 */ 2754 */
2755void
2756fix_weight ()
2757{
2758 for_all_players (pl)
2759 {
2760 sint32 old = pl->ob->carrying;
3004 2761
3005void fix_weight(void) { 2762 pl->ob->update_weight ();
3006 player *pl; 2763
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2764 if (old != pl->ob->carrying)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2765 {
3009 if(old == sum) 2766 pl->ob->update_stats ();
3010 continue; 2767 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3011 fix_player(pl->ob); 2768 }
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3013 pl->ob->name, old, sum);
3014 } 2769 }
3015} 2770}
3016 2771
3017void fix_luck(void) { 2772void
3018 player *pl; 2773fix_luck ()
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2774{
2775 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2776 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2777 pl->ob->change_luck (0);
3022} 2778}
3023
3024 2779
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2780/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2781 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2782 * just treat this as any other spell casting object.
3028 */ 2783 */
3029
3030void 2784void
3031cast_dust (object * op, object * throw_ob, int dir) 2785cast_dust (object *op, object *throw_ob, int dir)
3032{ 2786{
3033 object *skop, *spob; 2787 object *skop, *spob;
3034 2788
3035 skop = find_skill_by_name (op, throw_ob->skill); 2789 skop = find_skill_by_name (op, throw_ob->skill);
3036 2790
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2791 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2792 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2793 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2794 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2795 return;
3043 } 2796 }
3044 2797
3045 spob = throw_ob->inv; 2798 spob = throw_ob->inv;
3046 2799
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2800 // 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 2801 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2802 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2803 if (!spob)
3051 { 2804 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2805 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; 2806 return;
3055 } 2807 }
3056 2808
3057 if (op->type == PLAYER) 2809 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2810 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2811
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2812 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2813
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2814 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2815}
3066 2816
2817void
3067void make_visible (object *op) { 2818make_visible (object *op)
3068 op->hide = 0; 2819{
2820 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2821 op->invisible = 0;
2822
3070 if(op->type==PLAYER) { 2823 if (op->type == PLAYER)
2824 {
3071 op->contr->tmp_invis = 0; 2825 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2826 op->contr->invis_race = 0;
3073 } 2827 }
2828
3074 update_object(op,UP_OBJ_FACE); 2829 update_object (op, UP_OBJ_CHANGE);
3075} 2830}
3076 2831
2832int
3077int is_true_undead(object *op) { 2833is_true_undead (object *op)
3078 object *tmp=NULL; 2834{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2835 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2836 return 1;
3081 2837
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; 2838 return 0;
3087} 2839}
3088 2840
3089/* look at the surrounding terrain to determine 2841/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2842 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2843 * indicate greater hideability.
3092 */ 2844 */
3093 2845int
3094int hideability(object *ob) { 2846hideability (object *ob)
2847{
3095 int i,level=0, mflag; 2848 int i, level = 0, mflag;
3096 sint16 x,y; 2849 sint16 x, y;
3097 2850
3098 if(!ob||!ob->map) return 0; 2851 if (!ob || !ob->map)
2852 return 0;
3099 2853
3100 /* so, on normal lighted maps, its hard to hide */ 2854 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2855 level = ob->map->darklevel () - 2;
3102 2856
3103 /* this also picks up whether the object is glowing. 2857 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2858 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2859 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2860 if (ob->has_carried_lights ())
2861 level = -(10 + (2 * ob->map->darklevel ()));
3107 2862
3108 /* scan through all nearby squares for terrain to hide in */ 2863 /* 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]) { 2864 for (i = 0, x = ob->x, y = ob->y;
2865 i <= SIZEOFFREE1;
2866 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2867 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2868 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2869 if (mflag & P_OUT_OF_MAP)
2870 continue;
2871
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2872 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2873 level += 2;
3114 else /* open terrain! */ 2874 else /* open terrain! */
3115 level -= 1; 2875 level -= 1;
3116 } 2876 }
3117 2877
3118#if 0 2878#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2879 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2880#endif
3121 return level; 2881 return level;
3122} 2882}
3123 2883
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2884/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2885 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2886 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2887 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2888 */
3129 2889void
3130void do_hidden_move (object *op) { 2890do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2891{
3132 object *skop; 2892 int hide = 0;
3133 2893
3134 if(!op || !op->map) return; 2894 if (!op || !op->map)
2895 return;
3135 2896
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2897 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2898 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2899
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2900 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2901 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2902 if (!skop || num >= skop->level)
2903 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2904 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); 2905 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2906 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2907 }
2908 else
2909 num += 20;
2910
2911 num += op->map->difficulty;
2912 hide = hideability (op); /* modify by terrain hidden level */
2913 num -= hide;
2914
2915 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2916 {
2917 make_visible (op);
2918
2919 if (op->type == PLAYER)
2920 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2921 }
3154 else if (op->type == PLAYER && skop) { 2922 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2923 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2924}
3158 2925
3159/* determine if who is standing near a hostile creature. */ 2926/* determine if who is standing near a hostile creature. */
3160 2927
2928int
3161int stand_near_hostile( object *who ) { 2929stand_near_hostile (object *who)
2930{
3162 object *tmp=NULL; 2931 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2932 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2933 maptile *m;
3165 sint16 x,y; 2934 sint16 x, y;
3166 2935
3167 if(!who) return 0; 2936 if (!who)
2937 return 0;
3168 2938
3169 if(who->type==PLAYER) player=1; 2939 if (who->type == PLAYER)
2940 player = 1;
2941
2942 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2943 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 2944
3172 /* search adjacent squares */ 2945 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 2946 for (i = 1; i < 9; i++)
2947 {
3174 x = who->x+freearr_x[i]; 2948 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 2949 y = who->y + freearr_y[i];
3176 m = who->map; 2950 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 2951 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 2952 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 2953 * blocked, don't need to check this space.
3180 */ 2954 */
3181 if (mflags & P_OUT_OF_MAP) continue; 2955 if (mflags & P_OUT_OF_MAP)
2956 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2957 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 2958 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2959
3185 if((player||friendly) 2960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2961 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2962 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2963 return 1;
2964 else if (tmp->type == PLAYER)
2965 {
2966 /*don't let a hidden DM prevent you from hiding */
2967 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 2968 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 } 2969 }
3194 } 2970 }
3195 } 2971 }
3196 return 0; 2972 return 0;
3197} 2973}
3198 2974
3199/* check the player los field for viewability of the 2975/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2976 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2977 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2978 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2979 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2980 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2981 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2982 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2983 * 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. 2984 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2985 * -b.t.
3210 * This function is now map tiling safe. 2986 * This function is now map tiling safe.
3211 */ 2987 */
3212 2988int
3213int player_can_view (object *pl,object *op) { 2989player_can_view (object *pl, object *op)
2990{
3214 rv_vector rv; 2991 rv_vector rv;
3215 int dx,dy; 2992 int dx, dy;
3216 2993
3217 if(pl->type!=PLAYER) { 2994 if (pl->type != PLAYER)
2995 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 2996 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 2997 return -1;
3220 } 2998 }
3221 if (!pl || !op) return 0;
3222 2999
3223 if(op->head) { op = op->head; } 3000 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; 3001 return 0;
3247}
3248 3002
3249/* routine for both players and monsters. We call this when 3003 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 3004
3251 * place or invisiblity spell. Artefact invisiblity is not 3005 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 3006
3253 * return 0. 3007 /* starting with the 'head' part, lets loop
3008 * through the object and find if it has any
3009 * part that is in the los array but isn't on
3010 * a blocked los square.
3011 * we use the archetype to figure out offsets.
3254 */ 3012 */
3255int action_makes_visible (object *op) { 3013 while (op)
3014 {
3015 dx = rv.distance_x + op->arch->x;
3016 dy = rv.distance_y + op->arch->y;
3256 3017
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3018 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; 3019 return 1;
3267 } 3020
3021 op = op->more;
3268 } 3022 }
3023
3269 return 0; 3024 return 0;
3270} 3025}
3271 3026
3272/* op_on_battleground - checks if the given object op (usually 3027/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3028 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3029 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3030 * -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 3031 * 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 3032 * 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 3033 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3034 */
3035int
3280int op_on_battleground (object *op, int *x, int *y) { 3036op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3037{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3038 /* 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), 3039 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3040 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3041 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3042 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3043 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3044 for (object *tmp = op->below; tmp; tmp = tmp->below)
3045 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3047 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3049 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3050 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3053 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp;
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3055 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3056 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3057 {
3300 if (x != NULL && y != NULL) 3058 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3059 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3060
3302 return 1; 3061 return 1;
3303 }
3304 } 3062 }
3305 } 3063
3306 if (x != NULL && y != NULL) 3064 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3308 return 1; 3067 return 1;
3068 }
3309 } 3069 }
3310 }
3311 } 3070 }
3071
3312 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3313 return 0; 3073 return 0;
3314} 3074}
3315 3075
3316/* 3076/*
3320 * attributes: 3080 * attributes:
3321 * object *who the dragon player 3081 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3082 * int atnr the attack-number of the ability focus
3323 * int level ability level 3083 * int level ability level
3324 */ 3084 */
3085void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3086dragon_ability_gain (object *who, int atnr, int level)
3087{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3088 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3089 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3090 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3091 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3093 int i = 0, j = 0;
3332 3094
3333 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3104
3343 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3106 return;
3107
3108 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3109
3110 if (!tr || !tr->item)
3111 {
3112 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3113 return;
3114 }
3115
3116 /* everything seems okay - now bring on the gift: */
3117 item = tr->item;
3118
3119 if (item->type == SPELL)
3120 {
3121 if (check_spell_known (who, item->name))
3344 return; 3122 return;
3345 3123
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3124 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3125 do_learn_spell (who, item, 0);
3348 3126 return;
3349 if (tr == NULL || tr->item == NULL) { 3127 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3128
3129 /* grant direct spell */
3130 if (item->type == SPELLBOOK)
3131 {
3132 if (!item->inv)
3133 {
3134 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3135 return;
3136 }
3137 if (check_spell_known (who, item->inv->name))
3351 return; 3138 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) { 3139 if (item->invisible)
3140 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3141 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); 3142 do_learn_spell (who, item->inv, 0);
3378 return; 3143 return;
3379 } 3144 }
3380 } 3145 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3146 else if (item->type == SKILL_TOOL && item->invisible)
3147 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3148 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3149 {
3383 3150
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3151 /* 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 3152 * 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, 3153 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3154 * but not all of them, he gets nothing.
3388 */ 3155 */
3389 if (!(skop->attacktype & item->attacktype)) { 3156 if (!(skop->attacktype & item->attacktype))
3157 {
3390 /* Give new attacktype */ 3158 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3159 skop->attacktype |= item->attacktype;
3392 3160
3393 /* always add physical if there's none */ 3161 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3162 skop->attacktype |= AT_PHYSICAL;
3395 3163
3396 if (item->msg != NULL) 3164 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3165 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3166
3399 /* Give player new face */ 3167 /* Give player new face */
3400 if (item->animation_id) { 3168 if (item->animation_id)
3169 {
3401 who->face = skop->face; 3170 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3171 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3172 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3173 who->last_anim = 0;
3405 who->state = 0; 3174 who->state = 0;
3406 animate_object(who, who->direction); 3175 animate_object (who, who->direction);
3407 } 3176 }
3408 } 3177 }
3409 } 3178 }
3410 } 3179 }
3411 else if (item->type == FORCE) { 3180 else if (item->type == FORCE)
3181 {
3412 /* forces in the treasurelist can alter the player's stats */ 3182 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3183 object *skin;
3184
3414 /* first get the dragon skin force */ 3185 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3186 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3187 ;
3417 if (skin == NULL) return; 3188
3418 3189 if (!skin)
3190 return;
3191
3419 /* adding new spellpath attunements */ 3192 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3193 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3194 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3195 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3196
3423 /* print message */ 3197 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3198 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3199 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3200 {
3426 if(item->path_attuned & (1<<i)) { 3201 if (item->path_attuned & (1 << i))
3202 {
3427 if (j) 3203 if (j)
3428 strcat(buf," and "); 3204 strcat (buf, " and ");
3429 else 3205 else
3430 j = 1; 3206 j = 1;
3431 strcat(buf, spellpathnames[i]); 3207 strcat (buf, spellpathnames[i]);
3432 } 3208 }
3433 } 3209 }
3434 strcat(buf,"."); 3210 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3211 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3212 }
3437 3213
3438 /* evtl. adding flags: */ 3214 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3215 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3216 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3217 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3218 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3219 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3220 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3221
3446 /* print message if there is one */ 3222 /* print message if there is one */
3447 if (item->msg != NULL) 3223 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3225 }
3226 else
3449 } 3227 {
3450 else {
3451 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3230 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); 3231 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3232 }
3458} 3233}
3459 3234
3460/** 3235//-GPL
3461 * Unready an object for a player. This function does nothing if the object was
3462 * not readied.
3463 */
3464void player_unready_range_ob(player *pl, object *ob) {
3465 rangetype i;
3466 3236
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3237sint8
3468 if (pl->ranges[i] == ob) { 3238player::darkness_at (maptile *map, int x, int y) const
3469 pl->ranges[i] = NULL; 3239{
3470 if (pl->shoottype == i) { 3240 if (!ns)
3471 pl->shoottype = range_none; 3241 return LOS_BLOCKED;
3472 } 3242
3473 } 3243 int dx, dy;
3474 } 3244 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3245 return LOS_BLOCKED;
3246
3247 x += dx - ns->current_x;
3248 y += dy - ns->current_y;
3249
3250 return blocked_los (x, y);
3475} 3251}
3252
3253void
3254player::infobox (const char *title, const char *msg, int color)
3255{
3256 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3257}
3258
3259void
3260player::statusmsg (const char *msg, int color)
3261{
3262 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3263}
3264
3265void
3266player::failmsg (const char *msg, int color)
3267{
3268 play_sound (sound_find ("generic_failure"));
3269 statusmsg (msg, color);
3270}
3271

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