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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 1.266 by root, Tue Apr 6 23:34:57 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;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
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 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
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;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
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 75
206 if (!p) { 76 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
208 if(p==NULL) 78 ob->map = 0;
209 fatal(OUT_OF_MEMORY); 79 party = 0;
210 80
211 /* This adds the player in the linked list. There is extra 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
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 82
225 p->next = NULL; 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 ())
226 } 116 {
117 object *tmp, *abil = 0, *skin = 0;
227 118
228 /* Clears basically the entire player structure except 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 120 if (tmp->type == FORCE)
230 */ 121 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 122 abil = tmp;
232 p->attachable_init (); //HACK 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
233 125
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 ob->update_stats (); // we unapplied stuff above
145 activate ();
146
147 INVOKE_PLAYER (CONNECT, this);
148 INVOKE_PLAYER (LOGIN, this);
149}
150
151void
152player::disconnect ()
153{
154 if (ob)
155 {
156 ob->close_container (); //TODO: client-specific
157 ob->drop_unpaid_items ();
158 }
159
160 if (ns)
161 {
162 if (active)
163 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
164
165 INVOKE_PLAYER (DISCONNECT, this);
166
167 ns->reset_stats ();
168 ns->pl = 0;
169 ns = 0;
170 }
171
172 // this is important for the player scheduler to get the correct refcount
173 // when ns = 0
174 observe = viewpoint = ob;
175
176 deactivate ();
177}
178
179//-GPL
180
181// the need for this function can be explained
182// by load_object not returning the object
183void
184player::set_object (object *op)
185{
186 ob = observe = viewpoint = op;
187 ob->contr = this; /* this aren't yet in archetype */
188
189 ob->speed = 1.0f;
190 ob->speed_left = 0.5f;
191
192 ob->direction = 5; /* So player faces south */
193}
194
195void
196player::set_observe (object *op)
197{
198 observe = viewpoint = op ? op : ob;
199 do_los = 1;
200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
210
211player::player ()
212{
234 /* There are some elements we want initialized to non zero value - 213 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 214 * we deal with that below this point.
236 */ 215 */
237 p->party=NULL; 216 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 217 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 218 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 219
243#ifdef AUTOSAVE 220 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 221
245#endif 222 gen_sp_armour = 10;
223 bowtype = bow_normal;
224 petmode = pet_normal;
225 usekeys = containers;
226 peaceful = 1; /* default peaceful */
227 do_los = 1;
228
229 weapon_sp = 1.0f;
230 weapon_sp_left = 0.5f;
231}
232
233void
234player::do_destroy ()
235{
236 disconnect ();
237
238 attachable::do_destroy ();
239
240 if (ob)
246 241 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 242 ob->destroy_inv (false);
243 ob->destroy ();
248 244 }
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 */
257 245
258 roll_stats(op); 246 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} 247}
300 248
301 249player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 250{
305 strcpy(op->contr->maplevel, first_map_path); 251 /* Clear item stack */
306 op->x = -1; 252 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} 253}
340 254
341/* 255/*
342 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
345 */ 259 */
260static archetype *
346archetype *get_player_archetype(archetype* at) 261get_player_archetype (archetype *at)
347{ 262{
348 archetype *start = at; 263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
349 for (;;) { 271 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 } 272 {
361} 273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
362 277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281}
363 282
283/* Tries to add player on the connection passed in ns.
284 * All we can really get in this is some settings like host and display
285 * mode.
286 */
287player *
288player::create ()
289{
290 player *pl = new player;
291
292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
298 set_first_map (pl->ob);
299
300 return pl;
301}
302
303object *
364object *get_nearest_player(object *mon) { 304get_nearest_player (object *mon)
305{
365 object *op = NULL; 306 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 307 objectlink *ol;
368 unsigned lastdist; 308 unsigned lastdist;
369 rv_vector rv; 309 rv_vector rv;
370 310
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 314 continue;
398 315
399 if(lastdist>rv.distance) { 316 if (lastdist > rv.distance)
317 {
400 op=ol->ob; 318 op = ol->ob;
401 lastdist=rv.distance; 319 lastdist = rv.distance;
402 } 320 }
403 } 321 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 322
323 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 324 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 325 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 326 {
412 } 327 op = pl->ob;
328 lastdist = rv.distance;
329 }
330
413#if 0 331#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 332 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 333#endif
416 return op; 334 return op;
417} 335}
418 336
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* 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 338 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 353 * 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 354 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 355 * is probably not a good thing.
438 */ 356 */
439#define MAX_SPACES 50 357#define MAX_SPACES 50
440
441 358
442/* 359/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * 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 361 * 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 362 * 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. 375 * 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, 376 * 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 377 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 378 * is blocking itself.
462 */ 379 */
380int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 381path_to_player (object *mon, object *pl, unsigned mindiff)
382{
464 rv_vector rv; 383 rv_vector rv;
465 sint16 x,y; 384 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 385 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 386 maptile *m, *lastmap;
468 387
469 get_rangevector(mon, pl, &rv, 0); 388 get_rangevector (mon, pl, &rv, 0);
470 389
471 if (rv.distance<mindiff) return 0; 390 if (rv.distance < mindiff)
391 return 0;
472 392
473 x=mon->x; 393 x = mon->x;
474 y=mon->y; 394 y = mon->y;
475 m=mon->map; 395 m = mon->map;
476 dir = rv.direction; 396 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 397 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); 398 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
399
479 /* If we can't solve it within the search distance, return now. */ 400 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 401 if (diff > max)
402 return 0;
403
481 while (diff >1 && max>0) { 404 while (diff > 1 && max > 0)
405 {
482 lastx = x; 406 lastx = x;
483 lasty = y; 407 lasty = y;
484 lastmap = m; 408 lastmap = m;
485 x = lastx + freearr_x[dir]; 409 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 410 y = lasty + freearr_y[dir];
487 411
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 412 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); 413 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 414
491 /* Space is blocked - try changing direction a little */ 415 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 416 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)))) { 417 && (m == mon->map && blocked_link (mon, m, x, y))))
418 {
494 /* recalculate direction from last good location. Possible 419 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 420 * we were not traversing ideal location before.
496 */ 421 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 422 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 423 if (rv.direction != dir)
424 {
499 /* OK - says direction should be different - lets reset the 425 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 426 * the values so it will try again.
501 */ 427 */
502 x = lastx; 428 x = lastx;
503 y = lasty; 429 y = lasty;
504 m = lastmap; 430 m = lastmap;
505 dir = firstdir = rv.direction; 431 dir = firstdir = rv.direction;
432 }
506 } else { 433 else
434 {
507 /* direct path is blocked - try taking a side step to 435 /* direct path is blocked - try taking a side step to
508 * either the left or right. 436 * either the left or right.
509 * Note increase the values in the loop below to be 437 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 438 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 439 * 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 440 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 441 * stepping back and forth
514 */ 442 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 443 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
444 {
445 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 446 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 448 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 452 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 455 * the last direction the creature has successfully
526 * moved. 456 * moved.
527 */ 457 */
528 458
529 x = lastx + freearr_x[absdir(lastdir+i)]; 459 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 460 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 461 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 462 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 463 if (mflags & P_OUT_OF_MAP)
464 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 465 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 466 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
467 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 468 if (mflags & P_BLOCKSVIEW)
469 continue;
537 470
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 471 if (m == mon->map && blocked_link (mon, m, x, y))
472 break;
539 } 473 }
540 /* go through entire loop without finding a valid 474 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 475 * sidestep to take - thus, no valid path.
542 */ 476 */
543 if (i==(DETOUR_AMOUNT+1)) 477 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 478 return 0;
545 diff--; 479 diff--;
546 lastdir=dir; 480 lastdir = dir;
547 max--; 481 max--;
548 if (!firstdir) firstdir = dir+i; 482 if (!firstdir)
483 firstdir = dir + i;
549 } /* else check alternate directions */ 484 } /* else check alternate directions */
550 } /* if blocked */ 485 } /* if blocked */
551 else { 486 else
487 {
552 /* we moved towards creature, so diff is less */ 488 /* we moved towards creature, so diff is less */
553 diff--; 489 diff--;
554 max--; 490 max--;
555 lastdir=dir; 491 lastdir = dir;
492 if (!firstdir)
556 if (!firstdir) firstdir = dir; 493 firstdir = dir;
494 }
495
496 if (diff <= 1)
557 } 497 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 498 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 499 * headed toward player for entire distance.
561 */ 500 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 501 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); 502 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 503 }
565 if (diff>max) return 0; 504
505 if (diff > max)
506 return 0;
566 } 507 }
508
567 /* If we reached the max, didn't find a direction in time */ 509 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 510 if (!max)
511 return 0;
569 512
570 return firstdir; 513 return firstdir;
571} 514}
572 515
516void
573void give_initial_items(object *pl,treasurelist *items) { 517give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 518{
575
576 if(pl->randomitems!=NULL) 519 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 520 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 521
579 for (op=pl->inv; op; op=next) { 522 for (object *next, *op = pl->inv; op; op = next)
523 {
580 next = op->below; 524 next = op->below;
581 525
582 /* Forces get applied per default, unless they have the 526 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 527 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 528 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 529 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 530 SET_FLAG (op, FLAG_APPLIED);
587 531
588 /* we never give weapons/armour if these cannot be used 532 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 533 * by this player due to race restrictions
590 */ 534 */
591 if (pl->type == PLAYER) { 535 if (pl->type == PLAYER)
536 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
538 &&
593 (op->type == ARMOUR || op->type == BOOTS || 539 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 540 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 541 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 542 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 544 {
602 } 545 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; 546 continue;
622 } 547 }
623 if (op->nrof > 1) op->nrof = 1; 548 }
549
550 /* Here we remove duplicated skills (as duplicated spell objects have
551 * _very_ confusing effects for players), which could for instance be
552 * generated by bad treasurelists. - elmex
553 */
554 if (op->type == SKILL)
624 } 555 {
556 for (object *tmp = op->below; tmp; tmp = tmp->below)
557 if (tmp->type == op->type && tmp->name == op->name)
558 {
559 op->destroy ();
560 LOG (llevError,
561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
562 break;
563 }
625 564
565 if (op->nrof > 1)
566 op->nrof = 1;
567 }
568
626 if (op->type == SPELLBOOK && op->inv) { 569 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 571
630 /* Give starting characters identified, uncursed, and undamned 572 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 573 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 574 * merged properly.
633 */ 575 */
634 if (need_identify(op)) { 576 if (need_identify (op))
577 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 578 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 579 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 580 CLEAR_FLAG (op, FLAG_DAMNED);
581 }
582
583 if (op->type == SPELL)
638 } 584 {
639 if(op->type==SPELL) { 585 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 586 continue;
587 }
588 else if (op->type == SKILL)
643 } 589 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 590 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 591 op->stats.exp = 0;
647 op->level = 1; 592 op->level = 1;
648 } 593 }
649 /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
652 597
653 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
654 link_player_skills(pl); 599 pl->contr->link_skills ();
655} 600}
656 601
657void get_name(object *op) { 602void
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) { 603get_party_password (object *op, partylist *party)
604{
734 if (party == NULL) { 605 if (party == NULL)
606 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 607 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 608 return;
737 } 609 }
610
738 op->contr->write_buf[0]='\0'; 611 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 612 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 613 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 615}
743
744 616
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 618static int
619roll_stat ()
620{
747 int a[4],i,j,k; 621 int a[4], i, j, k;
748 622
749 for(i=0;i<4;i++) 623 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 624 a[i] = (int) rndm (6) + 1;
751 625
752 for(i=0,j=0,k=7;i<4;i++) 626 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 627 if (a[i] < k)
754 k=a[i],j=i; 628 k = a[i], j = i;
755 629
756 for(i=0,k=0;i<4;i++) { 630 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 631 if (i != j)
758 k+=a[i]; 632 k += a[i];
759 } 633
760 return k; 634 return k;
761} 635}
762 636
763void roll_stats(object *op) { 637void
638object::roll_stats ()
639{
640 int statsort [NUM_STATS];
641
642 for (;;)
643 {
764 int sum=0; 644 int sum = 0;
765 int i = 0, j = 0; 645 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 646 sum += statsort [i] = roll_stat ();
767 647
768 do { 648 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 649 break;
770 op->stats.Dex=roll_stat(); 650 }
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);
780 651
781 /* Sort the stats so that rerolling is easier... */ 652 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 653 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;
789 654
790 /* a quick and dirty bubblesort? */ 655 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]; 656 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];
809 657
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; 658 stats.exp = 0;
821 op->stats.ac=0; 659 stats.ac = 0;
822 660
661 stats.hp = stats.maxhp;
662 stats.sp = stats.maxsp;
663 stats.grace = stats.maxgrace;
664
665 if (contr)
666 {
823 op->contr->levhp[1] = 9; 667 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 668 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 669 contr->levgrace[1] = 3;
826 670
827 fix_player(op); 671 contr->orig_stats = stats;
672 }
673}
674
675void
676object::swap_stats (int a, int b)
677{
678 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
679
680 for (int i = 0; i < NUM_STATS; ++i)
681 stats.stat (i) = contr->orig_stats.stat (i);
682
683 //TODO: the following code looks so borked and should, at the very least,
684 // be merged with the similar code in roll_stats
685 stats.ac = 0;
686
687 level = 1;
688 stats.exp = 0;
689 stats.ac = 0;
690
828 op->stats.hp = op->stats.maxhp; 691 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 692 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 693 stats.grace = stats.maxgrace;
694
695 if (contr)
696 {
697 contr->levhp[1] = 9;
698 contr->levsp[1] = 6;
699 contr->levgrace[1] = 3;
700
831 op->contr->orig_stats=op->stats; 701 contr->orig_stats = stats;
702 }
832} 703}
833 704
834void Roll_Again(object *op) 705static void
706start_info (object *op)
835{ 707{
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]; 708 char buf[MAX_BUF];
844 709
845 if ( op->contr->Swap_First == -1 ) { 710 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); 711 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} 712}
953 713
954/* This function takes the key that is passed, and does the 714/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 715 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 716 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 717 * separate race and class; this actually changes the RACE,
958 * not the class. 718 * not the class.
959 */ 719 */
960 720void
961int key_change_class(object *op, char key) 721player::chargen_race_done ()
962{ 722{
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 */ 723 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 724 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 725
726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
727 if (tl)
728 create_treasure (tl, ob, 0, 0, 0);
729
977 INVOKE_PLAYER (BIRTH, op->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
979 732
980 op->contr->state=ST_PLAYING; 733 ob->contr->ns->state = ST_PLAYING;
981 734
982 if (op->msg) { 735 if (ob->msg)
983 free_string(op->msg); 736 ob->msg = 0;
984 op->msg=NULL;
985 }
986 737
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); 738 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 740 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 741 esrv_send_inventory (ob, ob);
1001 fix_player(op); 742 ob->update_stats ();
1002 743
1003 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
1004 * is one for this race 745 * is one for this race
1005 */ 746 */
1006 if(*first_map_ext_path) { 747 if (*first_map_ext_path)
1007 object *tmp; 748 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 749 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"); 750 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 751}
1023 return 0;
1024 }
1025 752
753void
754player::chargen_race_next ()
755{
1026 /* Following actually changes the race - this is the default command 756 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 757 * if we don't match with one of the options above.
1028 */ 758 */
1029 759
1030 tmp_loop = 0; 760 do
1031 while(!tmp_loop) { 761 {
1032 const char *name = add_string (op->name); 762 shstr name = ob->name;
1033 int x = op->x, y = op->y; 763 int x = ob->x, y = ob->y;
764
1034 remove_statbonus(op); 765 ob->remove_statbonus ();
1035 remove_ob (op); 766 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 767 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 768 ob->arch->copy_to (ob);
1038 op->instantiate (); 769 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 770 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 771 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; 772 ob->x = x;
1045 op->y = y; 773 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 774 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 775 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 776 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 777 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 } 778 }
779 while (!allowed_class (ob));
780
1055 update_object(op,UP_OBJ_FACE); 781 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 782 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 783 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 786 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} 787}
1066 788
1067int key_confirm_quit(object *op, char key) 789static 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) { 790flee_player (object *op)
791{
1113 int dir,diff; 792 int dir, diff;
1114 rv_vector rv; 793 rv_vector rv;
1115 794
1116 if(op->stats.hp < 0) { 795 if (op->stats.hp < 0)
796 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
799 return;
800 }
801
802 if (!op->enemy)
803 {
804 LOG (llevDebug, "Fleeing player had no enemy.\n");
805 CLEAR_FLAG (op, FLAG_SCARED);
806 return;
807 }
808
809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
810 {
811 op->enemy = NULL;
812 CLEAR_FLAG (op, FLAG_SCARED);
813 return;
814 }
815
816 get_rangevector (op, op->enemy, &rv, 0);
817
818 dir = absdir (4 + rv.direction);
819 for (diff = 0; diff < 3; diff++)
820 {
821 int m = 1 - rndm (2) * 2;
822
823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1119 return; 824 return;
1120 } 825 }
1121 826
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 */ 827 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 829 op->enemy = NULL;
1156} 830}
1157
1158 831
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 832/* 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 833 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 834 * stop.
1162 */ 835 */
836int
1163int check_pick(object *op) { 837check_pick (object *op)
838{
1164 object *tmp, *next; 839 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 840 int stop = 0;
1167 int j, k, wvratio; 841 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 842
1170
1171 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
1173 return 1; 845 return 1;
1174 846
1175 op_tag = op->count;
1176
1177 next = op->below; 847 next = op->below;
1178 if (next) 848
1179 next_tag = next->count; 849 int cnt = MAX_ITEM_PER_ACTION;
850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 851
1181 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 853 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 854 while (next && !next->destroyed ())
1184 { 855 {
1185 tmp = next; 856 tmp = next;
1186 next = tmp->below; 857 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 858
1190 if (was_destroyed (op, op_tag)) 859 if (cnt <= 0)
860 {
861 op->failmsg ("Couldn't pickup all items at once.");
862 return 0;
863 }
864
865 if (op->destroyed ())
1191 return 0; 866 return 0;
1192 867
1193 if ( ! can_pick (op, tmp)) 868 if (!can_pick (op, tmp))
1194 continue; 869 continue;
1195 870
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 872 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 874 CHK_PICK_PICKUP;
875
1200 continue; 876 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 } 877 }
1236 } 878
1237 else { /* old model */
1238 /* NEW pickup handling */ 879 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 880 if (op->contr->mode & PU_DEBUG)
1240 { 881 {
1241 /* some debugging code to figure out item information */ 882 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 883 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 884 ? 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)))); 885 &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", 886 : 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)))); 887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 889 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 } 890 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 891
1266#if 0 892 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 893 return 1;
1268 for(k=0;k<4;k++) 894
1269 { 895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 896 return 1;
1271 for(j=0;j<32;j++) 897
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: 898 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 899 * 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 900 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 901 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 902 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 903 * example.
1286 * The drawback: right now it has no frontend, so you need to 904 * 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 905 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 906 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 909 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 910 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 911 * meaning if any test passes, the item gets picked up. */
1294 912
1295 /* if mode is set to pick nothing up, return */ 913 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 914 if (op->contr->mode == PU_NOTHING)
915 return 1;
1298 916
1299 /* if mode is set to stop when encountering objects, return */ 917 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 918 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 919 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 920 if (op->contr->mode & PU_STOP)
921 return 0;
1304 922
1305 /* useful for going into stores and not losing your settings... */ 923 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 924 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 925 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
1309 928
1310 /* prevent us from turning into auto-thieves :) */ 929 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
1312 932
1313 /* ignore known cursed objects */ 933 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
1315 936
1316 /* all food and drink if desired */ 937 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 938 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 939 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 940 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
1321 if(op->contr->mode & PU_DRINK) 946 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 947 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; } 948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
1324 952
1325 if(op->contr->mode & PU_POTION) 953 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 954 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
1328 959
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 960 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 961 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 962 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
1333 if(op->contr->mode & PU_SKILLSCROLL) 968 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 969 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
1336 if(op->contr->mode & PU_READABLES) 975 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
1339 981
1340 /* wands/staves/rods/horns */ 982 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 983 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 984 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
1344 992
1345 /* pick up all magical items */ 993 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 994 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1349 1001
1350 if(op->contr->mode & PU_VALUABLES) 1002 if (op->contr->mode & PU_VALUABLES)
1351 { 1003 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1004 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1354 } 1009 }
1355 1010
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1012 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1013 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* we don't forget dragon food */
1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1360 1029
1361 /* bows and arrows. Bows are good for selling! */ 1030 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1031 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1032 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1365 if(op->contr->mode & PU_ARROW) 1038 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1039 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1368 1044
1369 /* all kinds of armor etc. */ 1045 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1046 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1047 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1373 if(op->contr->mode & PU_HELMET) 1053 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1054 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1376 if(op->contr->mode & PU_SHIELD) 1060 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1061 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1379 if(op->contr->mode & PU_BOOTS) 1067 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1068 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1382 if(op->contr->mode & PU_GLOVES) 1074 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1385 if(op->contr->mode & PU_CLOAK) 1081 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1082 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1388 1087
1389 /* hoping to catch throwing daggers here */ 1088 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1089 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1393 1095
1394 /* careful: chairs and tables are weapons! */ 1096 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1097 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 } 1098 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1404 { 1105 }
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 1106
1411 /* misc stuff that's useful */ 1107 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1108 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1110 {
1111 CHK_PICK_PICKUP;
1112 continue;
1113 }
1415 1114
1416 /* any of the last 4 bits set means we use the ratio for value 1115 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1116 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1117 if (op->contr->mode & PU_RATIO)
1419 { 1118 {
1420 /* use value density to decide what else to grab */ 1119 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1120 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1121 /* >=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 */ 1122 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1123 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1124 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1125 {
1427 pick_up(op, tmp);
1428#if 0 1126#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1128 if (tmp->name != NULL)
1129 {
1431 fprintf(stderr,"%s", tmp->name); 1130 fprintf (stderr, "%s", tmp->name);
1432 } 1131 }
1132 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1136#endif
1137 CHK_PICK_PICKUP;
1437 continue; 1138 continue;
1438 } 1139 }
1140 } /* the new pickup model */
1439 } 1141 }
1440 } /* the new pickup model */ 1142
1441 }
1442 return ! stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1443} 1179}
1444 1180
1445/* 1181/*
1446 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1184 * found object is returned.
1449 */ 1185 */
1186static object *
1450object *find_arrow(object *op, const char *type) 1187find_arrow (object *op, const char *type)
1451{ 1188{
1452 object *tmp = NULL; 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp);
1453 1192
1454 for(op=op->inv; op; op=op->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1195 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1196 {
1458 else if (op->type==ARROW && op->race==type) 1197 splay (tmp);
1459 return op; 1198 return arrow;
1199 }
1200
1460 return tmp; 1201 return 0;
1461} 1202}
1462 1203
1463/* 1204/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * 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 1206 * 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 1207 * 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. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1209 */
1469 1210static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1212{
1472 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1474 1215
1475 if (!type) 1216 if (!type)
1476 return NULL; 1217 return NULL;
1477 1218
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1219 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1220 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1222 {
1481 i = 0; 1223 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1483 if (i > betterby) { 1226 if (i > betterby)
1227 {
1484 tmp = ntmp; 1228 tmp = ntmp;
1485 betterby = i; 1229 betterby = i;
1486 } 1230 }
1231 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1232 else if (arrow->type == ARROW && arrow->race == type)
1233 {
1488 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1235 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1236 {
1491 if (arrow->attacktype & AT_DEATH) { 1237 if (arrow->attacktype & AT_DEATH)
1238 {
1492 *better = 100; 1239 *better = 100;
1493 return arrow; 1240 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1241 }
1498 } else { 1242 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 } 1243 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1244 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1245 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 } 1246 }
1515 } 1247 }
1248 else
1249 {
1250 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1251 {
1252 attacktype = 1 << attacknum;
1253 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1254 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1255 {
1256 tmp = arrow;
1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1258 }
1259 }
1260
1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1262 {
1263 tmp = arrow;
1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1265 }
1266
1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1268 {
1269 tmp = arrow;
1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1271 }
1516 } 1272 }
1273 }
1517 } 1274 }
1275
1518 if (tmp == NULL && arrow == NULL) 1276 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1277 return find_arrow (op, type);
1520 1278
1521 *better = betterby; 1279 *better = betterby;
1522 return tmp; 1280 return tmp;
1523} 1281}
1524 1282
1525/* looks in a given direction, finds the first valid target, and calls 1283/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1285 * op = the shooter
1528 * type = bow->race 1286 * type = bow->race
1529 * dir = fire direction 1287 * dir = fire direction
1530 */ 1288 */
1531 1289static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1291{
1534 object *tmp = NULL; 1292 object *tmp = NULL;
1535 mapstruct *m; 1293 maptile *m;
1536 int i, mflags, found, number; 1294 int i, mflags, found, number;
1537 sint16 x, y; 1295 sint16 x, y;
1538 1296
1539 if (op->map == NULL) 1297 if (op->map == NULL)
1540 return find_arrow(op, type); 1298 return find_arrow (op, type);
1541 1299
1542 /* do a dex check */ 1300 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1301 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))) 1302 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1303 return find_arrow (op, type);
1546 1304
1547 m = op->map; 1305 m = op->map;
1548 x = op->x; 1306 x = op->x;
1549 y = op->y; 1307 y = op->y;
1550 1308
1551 /* find the first target */ 1309 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1310 for (i = 0, found = 0; i < 20; i++)
1311 {
1553 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1317 {
1557 tmp = NULL; 1318 tmp = 0;
1319 break;
1320 }
1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1322 {
1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1324 * perhaps a bad assumption.
1325 */
1326 tmp = 0;
1327 break;
1328 }
1329
1330 if (mflags & P_IS_ALIVE)
1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558 break; 1333 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 } 1334 }
1576 if (tmp == NULL) 1335
1336 if (!tmp)
1577 return find_arrow(op, type); 1337 return find_arrow (op, type);
1578 1338
1579 if (tmp->head) 1339 if (tmp->head)
1580 tmp = tmp->head; 1340 tmp = tmp->head;
1581 1341
1582 return find_better_arrow(op, tmp, type, &i); 1342 return find_better_arrow (op, tmp, type, &i);
1583} 1343}
1584 1344
1585/* 1345/*
1586 * Creature fires a bow - op can be monster or player. Returns 1346 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1347 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1350 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1351 * 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 1352 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1353 * player fire modes.
1594 */ 1354 */
1355int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1356fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1357{
1598 object *left, *bow; 1358 object *left, *bow;
1599 tag_t left_tag, tag; 1359 int mflags;
1600 int bowspeed, mflags; 1360 maptile *m;
1601 mapstruct *m;
1602 1361
1603 if (!dir) { 1362 if (!dir)
1363 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1364 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1365 return 0;
1366 }
1367
1368 if (op->contr)
1369 bow = op->current_weapon;
1370 else
1606 } 1371 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1372 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1373 /* 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. 1374 * don't need to switch back and forth between bows and weapons.
1613 */ 1375 */
1614 if(bow->type==BOW) 1376 if (bow->type == BOW)
1615 break; 1377 break;
1616 1378
1617 if (!bow) { 1379 if (!bow)
1380 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1382 return 0;
1620 } 1383 }
1384
1385 // optimisation: move object to top so we will find it quickly again
1386 splay (bow);
1621 } 1387 }
1388
1622 if( !bow->race || !bow->skill) { 1389 if (!bow->race || !bow->skill)
1390 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1392 return 0;
1625 } 1393 }
1626 1394
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) { 1395 if (arrow == NULL)
1396 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1397 if ((arrow = find_arrow (op, bow->race)) == NULL)
1398 {
1637 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1400 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 */ 1401 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1402 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1403 CLEAR_FLAG (op, FLAG_READY_BOW);
1404
1643 return 0; 1405 return 0;
1644 } 1406 }
1645 } 1407 }
1408
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1409 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1410 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1411 return 0;
1649 } 1412
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1413 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1414 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1415 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1416 return 0;
1653 } 1417 }
1654 1418
1655 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1420 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1421 {
1658 free_object(arrow); 1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1423 arrow->destroy ();
1659 return 0; 1424 return 0;
1660 } 1425 }
1661 1426
1662 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1428 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1429 if (!arrow)
1665 if (arrow == NULL) { 1430 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1431 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1432 return 0;
1669 } 1433 }
1670 set_owner(arrow, op); 1434
1671 if (arrow->skill) free_string(arrow->skill); 1435 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1436 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1437 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1438
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 */ 1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1440 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1441 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1442 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1443
1690 /* Note that this was different for monsters - they got their level 1444#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1445 if (player *pl = op->contr)
1692 */
1693 1446 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1447 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1448
1449 /* penalize ROF for bestarrow */
1450 if (pl->bowtype == bow_bestarrow)
1451 speed *= .9f;
1452 else
1453 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1454
1455 op->speed_left += speed - op->speed;
1456 }
1457#endif
1458
1459 SET_ANIMATION (arrow, arrow->direction);
1460
1698 /* update the speed */ 1461 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1462 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; 1463 + bow->stats.dam / 7.f;
1703 1464
1704 if (arrow->speed < 1.0) 1465 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1466 arrow->speed_left = 0;
1708 1467
1468 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1469
1709 if (op->type == PLAYER) { 1470 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1471 {
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; 1472 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1473 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1474
1475 if (!arrow->slaying)
1476 arrow->slaying = op->slaying;
1477
1478 arrow->attacktype |= op->attacktype;
1479 }
1480 else
1481 {
1720 arrow->level = op->level; 1482 arrow->level = op->level;
1721 } 1483 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1484
1485 if (!arrow->slaying)
1486 arrow->slaying = bow->slaying;
1487
1723 arrow->attacktype |= bow->attacktype; 1488 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1489 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1490
1727 arrow->map = m; 1491 wc -= arrow->level;
1492 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1493
1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1495 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1497
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1498 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1499 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1500
1735 if (!was_destroyed(arrow, tag)) 1501 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1502 move_arrow (arrow);
1737 1503
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; 1504 return 1;
1745} 1505}
1746 1506
1747/* Special fire code for players - this takes into 1507/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1508 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1512 * hence the function name.
1753 */ 1513 */
1514static int
1754int player_fire_bow(object *op, int dir) 1515player_fire_bow (object *op, int dir)
1755{ 1516{
1756 int ret=0, wcmod=0; 1517 int ret;
1757 1518
1758 if (op->contr->bowtype == bow_bestarrow) { 1519 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1520 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1521 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); 1522 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1524 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1525 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, 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1527 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1528 else if (op->contr->bowtype == bow_threewide)
1529 {
1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1531 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1533 }
1534 else if (op->contr->bowtype == bow_spreadshot)
1535 {
1536 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1537 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1539 }
1540 else
1541 {
1542 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1543 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 } 1544 }
1545
1780 return ret; 1546 return ret;
1781} 1547}
1782
1783 1548
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1786 */ 1551 */
1552static void
1787void fire_misc_object(object *op, int dir) 1553fire_misc_object (object *op, int dir)
1788{ 1554{
1789 object *item; 1555 object *item = op->contr->ranged_ob;
1790 1556
1791 if (!op->contr->ranges[range_misc]) { 1557 if (!item)
1558 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1560 return;
1794 } 1561 }
1795 1562
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1563 if (!item->inv)
1564 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1566 return;
1800 } 1567 }
1568
1569 if (!op->apply (item))
1570 return;
1571
1801 if (item->type == WAND) { 1572 if (item->type == WAND)
1573 {
1802 if(item->stats.food<=0) { 1574 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1575 {
1576 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)); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1578
1805 return; 1579 return;
1806 } 1580 }
1581 }
1807 } else if (item->type == ROD || item->type==HORN) { 1582 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1583 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1585
1586 // using the maximum of the rods charge allows at least one spell cast
1587 // for a rod or horn, this fixes some broken rods.
1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1589 {
1590 op->contr->play_sound (sound_find ("wand_poof"));
1591
1810 if (item->type== ROD) 1592 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)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1594 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1595 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)); 1596
1816 return; 1597 return;
1817 } 1598 }
1818 } 1599 }
1819 1600
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1602 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1822 if (item->type == WAND) { 1605 if (item->type == WAND)
1606 {
1823 if (!(--item->stats.food)) { 1607 if (!(--item->stats.food))
1608 {
1824 object *tmp; 1609 object *tmp;
1610
1825 if (item->arch) { 1611 if (item->arch)
1612 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1613 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1614 item->face = item->arch->face;
1828 item->speed = 0; 1615 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1616 }
1831 if ((tmp=is_player_inv(item))) 1617
1618 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1619 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1620 }
1834 } 1621 }
1835 else if (item->type == ROD || item->type==HORN) { 1622 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1623 drain_rod_charge (item);
1837 }
1838 } 1624 }
1839} 1625}
1840 1626
1841/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1842 */ 1628 */
1629bool
1843void fire(object *op,int dir) { 1630fire (object *who, int dir)
1631{
1844 int spellcost=0; 1632 int spellcost = 0;
1845 1633
1634 player *pl = who->contr;
1635
1636 if (pl->golem)
1637 {
1638 control_golem (who->contr->golem, dir);
1639 return false;
1640 }
1641
1642 object *ob = pl->ranged_ob;
1643
1644 if (!ob)
1645 return false;
1646
1647 if (who->speed_left > 0.f)
1648 --who->speed_left;
1649 else
1650 return false;
1651
1652 if (!who->apply (ob))
1653 return false;
1654
1846 /* check for loss of invisiblity/hide */ 1655 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1656 if (action_makes_visible (who))
1657 make_visible (who);
1848 1658
1849 switch(op->contr->shoottype) { 1659 switch (ob->type)
1850 case range_none: 1660 {
1851 return; 1661 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1662 player_fire_bow (who, dir);
1855 return; 1663 break;
1856 1664
1857 case range_magic: /* Casting spells */ 1665 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1667 break;
1860 1668
1861 case range_misc: 1669 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 ); 1670 apply_map_builder (who, dir);
1671 break;
1672
1673 case SKILL:
1674 do_skill (who, who, ob, dir, 0);
1675 break;
1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1681 default:
1682 fire_misc_object (who, dir);
1683 break;
1684 }
1685
1686 return true;
1687}
1688
1689static object *
1690find_key_ (object *pl, object *container, object *door)
1691{
1692 object *tmp, *key;
1693
1694 /* Should not happen, but sanity checking is never bad */
1695 if (!container->inv)
1696 return 0;
1697
1698 /* First, lets try to find a key in the top level inventory */
1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1700 {
1701 if (door->type == DOOR && tmp->type == KEY)
1702 break;
1703
1704 /* For sanity, we should really check door type, but other stuff
1705 * (like containers) can be locked with special keys
1706 */
1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1708 break;
1709 }
1710
1711 /* No key found - lets search inventories now */
1712 /* If we find and use a key in an inventory, return at that time.
1713 * otherwise, if we search all the inventories and still don't find
1714 * a key, return
1715 */
1716 if (!tmp)
1717 {
1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1719 /* No reason to search empty containers */
1720 if (tmp->type == CONTAINER && tmp->inv)
1721 if ((key = find_key_ (pl, tmp, door)))
1722 return key;
1723
1724 if (!tmp)
1886 return; 1725 return 0;
1887 default: 1726 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1727
1728 /* We get down here if we have found a key. Now if its in a container,
1729 * see if we actually want to use it
1730 */
1731 if (pl != container)
1732 {
1733 /* Only let players use keys in containers */
1734 if (!pl->contr)
1889 return; 1735 return 0;
1890 }
1891}
1892 1736
1737 /* cases where this fails:
1738 * If we only search the player inventory, return now since we
1739 * are not in the players inventory.
1740 * If the container is not active, return now since only active
1741 * containers can be used.
1742 * If we only search keyrings and the container does not have
1743 * a race/isn't a keyring.
1744 * No checking for all containers - to fall through past here,
1745 * inv must have been an container and must have been active.
1746 *
1747 * Change the color so that the message doesn't disappear with
1748 * all the others.
1749 */
1750 if (pl->contr->usekeys == key_inventory
1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1753 {
1754 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1756 return NULL;
1757 }
1758 }
1893 1759
1760 return tmp;
1761}
1894 1762
1895/* find_key 1763/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1764 * 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 1765 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1766 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1768 * pl is the player,
1901 * inv is the objects inventory to searched 1769 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1770 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1771 * This function can be called recursively to search containers.
1904 */ 1772 */
1905 1773object *
1906object * find_key(object *pl, object *container, object *door) 1774find_key (object *pl, object *container, object *door)
1907{ 1775{
1908 object *tmp,*key; 1776 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 } 1777 {
1922 /* No key found - lets search inventories now */ 1778 // 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. 1779 // 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 1780 // of searching through containers ourselves.
1925 * a key, return 1781
1926 */ 1782 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 } 1783 }
1936 /* We get down here if we have found a key. Now if its in a container, 1784 else
1937 * see if we actually want to use it 1785 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} 1786}
1968 1787
1969/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1972 * 0 otherwise 1791 * 0 otherwise
1973 */ 1792 */
1793static int
1974static int player_attack_door(object *op, object *door) 1794player_attack_door (object *op, object *door)
1975{ 1795{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1796 /* 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 - 1797 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1798 * otherwise, we fall through to the rest of the code.
1980 */ 1799 */
1981 object *key=find_key(op, op, door); 1800 object *key = find_key (op, op, door);
1982 1801
1983 /* IF we found a key, do some extra work */ 1802 /* If we found a key, do some extra work */
1984 if (key) { 1803 if (key)
1804 {
1985 object *container=key->env; 1805 object *container = key->env;
1986 1806
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1807 if (action_makes_visible (op))
1808 make_visible (op);
1809
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1810 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1811 spring_trap (door->inv, op);
1812
1990 if (door->type == DOOR) { 1813 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1814 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1816 {
1995 "You open the door with the %s", query_short_name(key)); 1817 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1818 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1819 }
1820
1998 /* Do this after we print the message */ 1821 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1822 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1823
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1824 return 1; /* Nothing more to do below */
1825 }
2004 } else if (door->type==LOCKED_DOOR) { 1826 else if (door->type == LOCKED_DOOR)
1827 {
2005 /* Might as well return now - no other way to open this */ 1828 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1829 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1830 return 1;
2008 } 1831 }
1832
2009 return 0; 1833 return 0;
2010} 1834}
2011 1835
2012/* This function is just part of a breakup from move_player. 1836/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1837 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1838 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1839 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
2017 */ 1841 */
2018 1842bool
2019void move_player_attack(object *op, int dir) 1843move_player_attack (object *op, int dir)
2020{ 1844{
2021 object *tmp, *mon; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1846 {
2023 int on_battleground; 1847 --op->speed_left;
2024 mapstruct *m; 1848 return true;
1849 }
2025 1850
2026 nx=freearr_x[dir]+op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
2028 1853
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1854 if (out_of_map (op->map, nx, ny))
1855 return false;
2030 1856
2031 /* If braced, or can't move to the square, and it is not out of the 1857 /* 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 1858 * 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 1859 * 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 1860 * 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 1861 * 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 1862 * 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 1863 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1864 * move_ob uses.
2039 */ 1865 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1866 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 1867
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1868 /* 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. 1869 * 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 1870 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1871 * on the space
1872 */
1873 object *mon;
1874 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1875 {
1876 if ((mon->flag [FLAG_ALIVE]
1877 || mon->type == LOCKED_DOOR
1878 || mon->flag [FLAG_CAN_ROLL])
1879 && mon != op)
1880 break;
1881 }
1882
1883 if (!mon) /* This happens anytime the player tries to move */
1884 return false; /* into a wall */
1885
1886 mon = mon->head_ ();
1887
1888 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1889 if (op->contr->weapon_sp_left > 0.f)
1890 if (player_attack_door (op, mon))
2057 */ 1891 {
2058 while (tmp!=NULL) { 1892 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1893 return true;
2060 tmp=tmp->above; 1894 }
2061 continue; 1895
1896 /* The following deals with possibly attacking peaceful
1897 * or friendly creatures. Basically, all players are considered
1898 * unaggressive. If the moving player has peaceful set, then the
1899 * object should be pushed instead of attacked. It is assumed that
1900 * if you are braced, you will not attack friends accidently,
1901 * and thus will not push them.
1902 */
1903
1904 /* If the creature is a pet, push it even if the player is not
1905 * peaceful. Our assumption is the creature is a pet if the
1906 * player owns it and it is either friendly or unagressive.
1907 */
1908 if (op->type == PLAYER
1909 && ((mon->owner && mon->owner->contr
1910 && same_party (mon->owner->contr->party, op->contr->party))
1911 || mon->owner == op)
1912 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1913 {
1914 /* If we're braced, we don't want to switch places with it */
1915 if (op->contr->braced)
1916 return false;
1917
1918 if (op->speed_left > 0.f)
1919 {
1920 --op->speed_left;
1921
1922 op->play_sound (sound_find ("push_player"));
1923 push_ob (mon, dir, op);
1924
1925 if (action_makes_visible (op))
1926 make_visible (op);
1927
1928 return true;
1929 }
1930 else
1931 return false;
1932 }
1933
1934 bool on_battleground = op_on_battleground (op, 0, 0);
1935
1936 /* in certain circumstances, you shouldn't attack friendly
1937 * creatures. Note that if you are braced, you can't push
1938 * someone, but put it inside this loop so that you won't
1939 * attack them either.
1940 */
1941 if ((mon->type == PLAYER || mon->enemy != op)
1942 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1943 && ((op->contr->peaceful
1944 || (mon->type == PLAYER && mon->contr->peaceful))
1945 && !on_battleground))
1946 {
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 if (!op->contr->braced)
1952 {
1953 op->play_sound (sound_find ("push_player"));
1954 push_ob (mon, dir, op);
2062 } 1955 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1956 else
2064 mon = tmp; 1957 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 1958
2075 if(mon->head != NULL) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1960 make_visible (op);
2077 1961
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1962 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 { 1963 }
2106 /* If we're braced, we don't want to switch places with it */ 1964 }
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 1965 /* 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. 1966 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1967 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1968 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1969 {
1970 if (op->speed_left > 0.f)
1971 {
1972 --op->speed_left;
1973
2142 recursive_roll(mon,dir,op); 1974 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
2144 } 1976 make_visible (op);
2145 1977
1978 return true;
1979 }
1980 }
2146 /* Any generic living creature. Including things like doors. 1981 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1982 * 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: 1983 * 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 1984 * 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. 1985 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1986 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1987 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 1988 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 1989 {
2156 1990 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 } 1991 {
2184 } /* if player should attack something */ 1992 --op->contr->weapon_sp_left;
2185}
2186 1993
1994 skill_attack (mon, op, 0, 0, 0);
1995
1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1999 return true;
2000 }
2001 }
2002
2003 return false;
2004}
2005
2006bool
2187int move_player(object *op,int dir) { 2007move_player (object *op, int dir)
2188 int pick; 2008{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2009 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; 2010 return 0;
2011
2012 /* Sanity check: make sure dir is valid */
2013 if (dir < 0 || dir >= 9)
2014 {
2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2016 return 0;
2017 }
2018
2019 /* peterm: added following line */
2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2022
2023 op->facing = dir;
2024
2025 if (op->flag [FLAG_HIDDEN])
2026 do_hidden_move (op);
2027
2028 bool retval;
2029 int pick = 0;
2030
2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2032 retval = RESULT_INT (0);
2033 else if (op->contr->fire_on)
2034 retval = fire (op, dir);
2035 else
2036 {
2037 retval = move_player_attack (op, dir);
2038 pick = check_pick (op);
2039 }
2040
2041 /* Add special check for newcs players and fire on - this way, the
2042 * server can handle repeat firing.
2043 */
2044 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2045 op->direction = dir;
2046 else
2047 op->direction = 0;
2048
2049 /* Update how the player looks. Use the facing, so direction may
2050 * get reset to zero. This allows for full animation capabilities
2051 * for players.
2052 */
2053 animate_object (op, op->facing);
2054
2055 return retval;
2231} 2056}
2232 2057
2233/* This is similar to handle_player, below, but is only used by the 2058/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2059 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2060 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2061 * the new speed values for commands.
2237 * 2062 *
2238 * Returns true if there are more actions we can do. 2063 * Returns true if there are more actions we can do. Should not do
2064 * many actions in a row, as that would be too unfair to other
2065 * players.
2239 */ 2066 */
2067bool
2240int handle_newcs_player(object *op) 2068handle_newcs_player (object *op)
2241{ 2069{
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)) { 2070 if (QUERY_FLAG (op, FLAG_SCARED))
2071 {
2072 if (op->speed_left > 0.f)
2073 {
2074 --op->speed_left;
2259 flee_player(op); 2075 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2076
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2077 return true;
2264 } 2078 }
2079 else
2080 return false;
2265 } 2081 }
2266 2082
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 2083 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2084 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2085 * called, so we recheck it here.
2282 */ 2086 */
2283 HandleClient(&op->contr->socket, op->contr); 2087 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2088 return true;
2285 2089
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2090 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); 2091 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2092
2296 else return 0; 2093 return false;
2297 } 2094}
2095
2096static int
2097save_life (object *op)
2098{
2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2100 return 0;
2299}
2300 2101
2301int save_life(object *op) { 2102 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2104 {
2105 op->play_sound (sound_find ("ob_evaporate"));
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2107
2108 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2109 CLEAR_FLAG (op, FLAG_LIFESAVE);
2110
2111 if (op->stats.hp < 0)
2112 op->stats.hp = op->stats.maxhp;
2113
2114 if (op->stats.food < 0)
2115 op->stats.food = MAX_FOOD;
2116
2117 op->update_stats ();
2305 return 0; 2118 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 } 2119 }
2120
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2121 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2122 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2123 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2124 return 0;
2329} 2125}
2330 2126
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2127/* 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 2128 * 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 2129 * function will descend into containers. op is the object to start the search
2334 * from. 2130 * from.
2335 */ 2131 */
2132static void
2336void remove_unpaid_objects(object *op, object *env) 2133drop_unpaid_items (object *op, object *env)
2337{ 2134{
2338 object *next;
2339
2340 while (op) { 2135 while (op)
2136 {
2341 next=op->below; /* Make sure we have a good value, in case 2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2138
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2139 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2140 op->insert_at (env);
2346 op->x = env->x; 2141 else if (op->inv)
2347 op->y = env->y; 2142 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2143
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; 2144 op = next;
2354 } 2145 }
2355} 2146}
2356 2147
2357 2148void
2358/* 2149object::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{ 2150{
2367 static char buf2[MAX_BUF]; 2151 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2152 ::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} 2153}
2394 2154
2395 2155void
2396
2397void do_some_living(object *op) { 2156do_some_living (object *op)
2157{
2398 int last_food=op->stats.food; 2158 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2159 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2160 int over_hp, over_sp, over_grace;
2401 int i; 2161 int i;
2402 int rate_hp = 1200; 2162 int rate_hp = 1200;
2403 int rate_sp = 2500; 2163 int rate_sp = 2500;
2404 int rate_grace = 2000; 2164 int rate_grace = 2000;
2405 const int max_hp = 1; 2165 const int max_hp = 1;
2406 const int max_sp = 1; 2166 const int max_sp = 1;
2407 const int max_grace = 1; 2167 const int max_grace = 1;
2408 2168
2409 if (op->contr->outputs_sync) { 2169 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2170 {
2411 if (op->contr->outputs[i].buf!=NULL && 2171 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2172 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2173 * depending on the value of invisible, so we need to
2174 * alternate it here for it to work correctly.
2175 */
2176 if (pticks & 2)
2177 op->invisible--;
2414 } 2178 }
2179 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2180 {
2181 if (!op->invisible--)
2182 {
2183 make_visible (op);
2184 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2185 }
2186 }
2415 2187
2416 if(op->contr->state==ST_PLAYING) { 2188 if (op->contr->ns->state == ST_PLAYING)
2417 2189 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2190 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2191 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2192 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2193 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2194 else
2195 {
2423 gen_hp = op->stats.maxhp; 2196 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2197 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2198 }
2199
2426 if(op->contr->gen_sp >= 0 ) 2200 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2201 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2202 else
2203 {
2429 gen_sp = op->stats.maxsp; 2204 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2205 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2206 }
2207
2432 if(op->contr->gen_grace >= 0) 2208 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2209 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2210 else
2211 {
2435 gen_grace = op->stats.maxgrace; 2212 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2213 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 } 2214 }
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 2215
2473 /* Regenerate Grace */ 2216 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2217 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2218 if (--op->last_grace < 0)
2219 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2220 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2221 op->stats.grace++; /* no penalty in food for regaining grace */
2222
2478 if(max_grace>1) { 2223 if (max_grace > 1)
2224 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2225 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2226 if (over_grace > 0)
2227 {
2481 op->stats.sp += over_grace 2228 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; 2229 + (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; 2230 op->last_grace = 0;
2231 }
2484 } else { 2232 else
2233 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2235 }
2486 } 2236 }
2487 } else { 2237 else
2238 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2240 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2241 /* 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 } 2242 }
2506 } 2243
2507 if(max_hp>1) { 2244 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 } 2245 {
2516 } else { 2246 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2247 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2248 {
2519 } 2249 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2250
2521 /* Digestion */ 2251 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2252 {
2523#ifdef COZY_SERVER 2253 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 2254
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 */ 2255 /* 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)) { 2256 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; 2257 {
2258 op->stats.food--;
2259
2260 if (op->contr->digestion < 0)
2261 op->stats.food += op->contr->digestion;
2262 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2263 op->stats.food = last_food;
2264 }
2551 } 2265 }
2266
2267 if (max_sp > 1)
2268 {
2269 over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0)
2271 {
2272 if (op->stats.sp < op->stats.maxsp)
2273 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2275
2276 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2277 op->stats.sp--;
2278
2279 if (op->stats.sp > op->stats.maxsp)
2280 op->stats.sp = op->stats.maxsp;
2281 }
2282
2283 op->last_sp = 0;
2284 }
2285 else
2286 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2287 }
2288 else
2289 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2290 }
2291
2292 /* Regenerate Hit Points */
2293 if (--op->last_heal < 0)
2294 {
2295 if (op->stats.hp < op->stats.maxhp)
2296 {
2297 op->stats.hp++;
2298
2299 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ))
2301 {
2302 op->stats.food--;
2303
2304 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food;
2308 }
2309 }
2310
2311 if (max_hp > 1)
2312 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2314
2315 if (over_hp > 0)
2316 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0;
2319 }
2320 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2322 }
2323 else
2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2325 }
2326 }
2327
2328 /* Digestion */
2329 if (--op->last_eat < 0)
2330 {
2331 int bonus = max (0, op->contr->digestion),
2332 penalty = max (0, -op->contr->digestion);
2333
2334 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2335
2336 /* dms do not consume food */
2337 if (!QUERY_FLAG (op, FLAG_WIZ))
2338 op->stats.food--;
2339 }
2340
2341 if (op->stats.food < 0 && op->stats.hp >= 0)
2342 {
2343 object *flesh = 0;
2344
2345 for_inv_removable (op, tmp)
2346 {
2347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2348 continue;
2349
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2351 {
2352 op->statusmsg ("You blindly grab for a bite of food. "
2353 "H<To prevent you from starving, you ate some random item from your backpack.>");
2354 op->apply (tmp);
2355
2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2357 break;
2358 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2359 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2360 flesh = tmp;
2554 } /* end of for loop */ 2361 }
2362
2555 /* If player is still starving, it means they don't have any food, so 2363 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2364 * eat flesh instead.
2557 */ 2365 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2366 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."); 2367 {
2560 manual_apply(op,flesh,0); 2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2370 op->apply (flesh);
2371 }
2372
2373 // If player is still starving, alert him!
2374 if (op->stats.food < 0)
2375 op->failmsg ("You are starving! "
2376 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2377 }
2378
2379 if (op->stats.food < 0)
2561 } 2380 {
2562 } /* end if player is starving */ 2381 op->stats.hp += op->stats.food;
2382 op->stats.food = 0;
2563 2383
2564 while(op->stats.food<0&&op->stats.hp>0) 2384 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2388 }
2389 }
2566 2390
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2391 /* killer should be set here already */
2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2393 kill_player (op);
2394 }
2569} 2395}
2570
2571
2572 2396
2573/* If the player should die (lack of hp, food, etc), we call this. 2397/* 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 2398 * 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 2399 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2400 * file.
2577 */ 2401 */
2402void
2578void kill_player(object *op) 2403kill_player (object *op)
2579{ 2404{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2405 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2406 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; 2407 int will_kill_again;
2589 archetype *at; 2408 archetype *at;
2590 object *tmp; 2409 object *tmp;
2591 2410
2592 if(save_life(op)) 2411 if (save_life (op))
2593 return; 2412 return;
2594 2413
2414 dynbuf_text deathtab;
2595 2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2449
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* 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. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2453 */
2600 if (op_on_battleground(op, &x, &y)) { 2454 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2455 {
2602 "You have been defeated in combat!"); 2456 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 2457
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 */ 2458 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2629 if (tmp != NULL) 2460
2630 { 2461 tmp->name = format ("%s's finger" , &op->name);
2631 sprintf(buf,"%s's finger",op->name); 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2632 tmp->name = add_string(buf); 2463 tmp->msg = format (
2633 sprintf(buf," This finger has been cut off %s\n" 2464 "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", 2465 &op->name, op->contr->title,
2635 op->name, op->contr->title, (int)(op->level), 2466 (int)op->level,
2636 op->contr->killer); 2467 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 2468 );
2469 tmp->value = 0, tmp->type = 0;
2470 tmp->material = name_to_material (shstr_organic);
2471 tmp->insert_at (op, tmp);
2472
2644 /* teleport defeated player to new destination*/ 2473 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2478 return;
2648 } 2479 }
2649 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2650 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2651 2485
2652 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2653 2487
2654 if(op->stats.food<0) { 2488 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 2489
2675 /* save the map location for corpse, gravestone*/ 2490 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2491 x = op->x;
2492 y = op->y;
2493 map = op->map;
2677 2494
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2495 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2496 * 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. 2497 * See the config.h file for a little more in depth detail about this.
2683 */ 2498 */
2684 2499
2685 /* Basically two ways to go - remove a stat permanently, or just 2500 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2501 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2502 * of death.
2688 */ 2503 */
2689#ifndef COZY_SERVER 2504#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2505 if (settings.balanced_stat_loss)
2506 {
2691 /* If stat loss is permanent, lose one stat only. */ 2507 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2508 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2509 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2510 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2511 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2512 little bit harder. */
2697 /* GD */ 2513 /* GD */
2698 if (settings.stat_loss_on_death) 2514 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; 2515 num_stats_lose = 1;
2704 } 2516 else
2517 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2518 }
2519 else
2520 num_stats_lose = 1;
2521
2705 lost_a_stat = 0; 2522 lost_a_stat = 0;
2706 2523
2707 for (z=0; z<num_stats_lose; z++) { 2524 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2525 {
2526 i = rndm (NUM_STATS);
2709 2527
2710 if (settings.stat_loss_on_death) { 2528 if (settings.stat_loss_on_death)
2529 {
2711 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2531 * what he lost.
2713 */ 2532 */
2714 change_attr_value(&(op->stats), i,-1); 2533 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2534 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2535 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2536 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2537 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2538 lost_a_stat = 1;
2720 } else { 2539 }
2540 else
2541 {
2721 /* deplete a stat */ 2542 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2544 object *dep;
2545
2546 dep = present_arch_in_ob (deparch, op);
2547 if (!dep)
2724 2548 {
2725 dep = present_arch_in_ob(deparch,op); 2549 dep = deparch->instance ();
2726 if(!dep) {
2727 dep = arch_to_object(deparch);
2728 insert_ob_in_ob(dep, op); 2550 insert_ob_in_ob (dep, op);
2729 } 2551 }
2730 lose_this_stat = 1; 2552 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2553 if (settings.balanced_stat_loss)
2554 {
2732 /* GD */ 2555 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2556 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2557 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2558 if (this_stat < 0)
2559 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2560 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2561 int keep_chance = this_stat * this_stat;
2562
2738 /* Yes, I am paranoid. Sue me. */ 2563 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2564 if (keep_chance < 1)
2740 keep_chance = 1; 2565 keep_chance = 1;
2741 2566
2742 /* There is a maximum depletion total per level. */ 2567 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2568 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2569 {
2744 lose_this_stat = 0; 2570 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2571 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2572 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 } 2573 }
2756 } 2574 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 */ 2575 {
2766 if (this_stat>=-50) { 2576 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; 2577 lose_this_stat = 0;
2578 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2579 this_stat, keep_chance, loss_chance,
2580 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2581 }
2773 } 2582 }
2774 } 2583 }
2775 } 2584
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2585 if (lose_this_stat)
2778 { 2586 {
2779 /* determine_god() seems to not work sometimes... why is this? 2587 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2588 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2589 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2590 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2591 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2592 * difference.
2785 " you.", god); 2593 */
2594 if (this_stat >= -50)
2786 else 2595 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2596 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2597 SET_FLAG (dep, FLAG_APPLIED);
2598 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2599 op->update_stats ();
2600 lost_a_stat = 1;
2601 }
2789 } 2602 }
2603 }
2604 }
2605
2606 /* If no stat lost, tell the player. */
2607 if (!lost_a_stat)
2608 {
2609 /* determine_god() seems to not work sometimes... why is this?
2610 Should I be using something else? GD */
2611 shstr_tmp god = determine_god (op);
2612
2613 if (god != shstr_none)
2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2615 else
2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2617 }
2618#else
2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2620#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 2621
2794 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2623 * exp loss on the stone.
2796 */ 2624 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2798 sprintf(buf,"%s's gravestone",op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2628 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); 2629 &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; 2630 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2632
2811 /**************************************/ 2633 /**************************************/
2812 /* */ 2634 /* */
2813 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2636 /* */
2817 /**************************************/ 2637 /**************************************/
2818 2638
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)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2640 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 2641
2845 /* 2642 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2643 * 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 2644 * and put them back in the map.
2848 * in the map. 2645 */
2849 */ 2646 op->drop_unpaid_items ();
2850 2647
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2648 /****************************************/
2855 /* */ 2649 /* */
2856 /* Move player to his current respawn- */ 2650 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2651 /* position (usually last savebed) */
2858 /* */ 2652 /* */
2859 /****************************************/ 2653 /****************************************/
2860 2654
2861 enter_player_savebed(op); 2655 enter_player_savebed (op);
2862 2656
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2657 op->contr->braced = 0;
2867 save_player(op,1);
2868 2658
2869 /* it is possible that the player has blown something up 2659 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2660 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2661 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2662 * on the space that might harm the player.
2873 */ 2663 */
2874 will_kill_again=0; 2664 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2665 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2666 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2667 will_kill_again |= tmp->attacktype;
2878 } 2668
2879 if (will_kill_again) { 2669 if (will_kill_again)
2670 {
2880 object *force; 2671 object *force;
2881 int at; 2672 int at;
2882 2673
2883 force=get_archetype(FORCE_NAME); 2674 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2675 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2676 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2677 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2678 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2679 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2681 force->resist[at] = 100;
2682
2683 insert_ob_in_ob (force, op);
2684 op->update_stats ();
2685 }
2686
2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2688}
2689
2690static void
2691loot_object (object *op)
2692{ /* Grab and destroy some treasure */
2693 object *tmp, *tmp2, *next;
2694
2695 op->close_container (); /* close open sack first */
2696
2697 for (tmp = op->inv; tmp; tmp = next)
2698 {
2699 next = tmp->below;
2700
2701 if (tmp->invisible)
2702 continue;
2703
2704 tmp->remove ();
2705 tmp->x = op->x, tmp->y = op->y;
2706
2707 if (tmp->type == CONTAINER)
2708 loot_object (tmp); /* empty container to ground */
2709
2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2711 {
2712 if (tmp->nrof > 1)
2713 {
2714 tmp->decrease (rndm (1, tmp->nrof - 1));
2715 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2716 }
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 { 2717 else
2950 delete_character(op->name,1); 2718 tmp->destroy ();
2951 } 2719 }
2952 } 2720 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); 2721 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 } 2722 }
2997} 2723}
2998 2724
2999/* 2725/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2728 * was changed.
3003 */ 2729 */
2730void
2731fix_weight ()
2732{
2733 for_all_players (pl)
2734 {
2735 sint32 old = pl->ob->carrying;
3004 2736
3005void fix_weight(void) { 2737 pl->ob->update_weight ();
3006 player *pl; 2738
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2739 if (old != pl->ob->carrying)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2740 {
3009 if(old == sum) 2741 pl->ob->update_stats ();
3010 continue; 2742 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3011 fix_player(pl->ob); 2743 }
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3013 pl->ob->name, old, sum);
3014 } 2744 }
3015} 2745}
3016 2746
3017void fix_luck(void) { 2747void
3018 player *pl; 2748fix_luck ()
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2749{
2750 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2751 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2752 pl->ob->change_luck (0);
3022} 2753}
3023
3024 2754
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2755/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2756 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2757 * just treat this as any other spell casting object.
3028 */ 2758 */
3029
3030void 2759void
3031cast_dust (object * op, object * throw_ob, int dir) 2760cast_dust (object *op, object *throw_ob, int dir)
3032{ 2761{
3033 object *skop, *spob; 2762 object *skop, *spob;
3034 2763
3035 skop = find_skill_by_name (op, throw_ob->skill); 2764 skop = find_skill_by_name (op, throw_ob->skill);
3036 2765
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2766 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2767 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2768 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2769 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2770 return;
3043 } 2771 }
3044 2772
3045 spob = throw_ob->inv; 2773 spob = throw_ob->inv;
3046 2774
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2775 // 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 2776 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2777 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2778 if (!spob)
3051 { 2779 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2780 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; 2781 return;
3055 } 2782 }
3056 2783
3057 if (op->type == PLAYER) 2784 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2785 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2786
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2787 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2788
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2789 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2790}
3066 2791
2792void
3067void make_visible (object *op) { 2793make_visible (object *op)
3068 op->hide = 0; 2794{
2795 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2796 op->invisible = 0;
2797
3070 if(op->type==PLAYER) { 2798 if (op->type == PLAYER)
2799 {
3071 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2801 op->contr->invis_race = 0;
3073 } 2802 }
2803
3074 update_object(op,UP_OBJ_FACE); 2804 update_object (op, UP_OBJ_CHANGE);
3075} 2805}
3076 2806
2807int
3077int is_true_undead(object *op) { 2808is_true_undead (object *op)
3078 object *tmp=NULL; 2809{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2811 return 1;
3081 2812
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; 2813 return 0;
3087} 2814}
3088 2815
3089/* look at the surrounding terrain to determine 2816/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2817 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2818 * indicate greater hideability.
3092 */ 2819 */
3093 2820int
3094int hideability(object *ob) { 2821hideability (object *ob)
2822{
3095 int i,level=0, mflag; 2823 int i, level = 0, mflag;
3096 sint16 x,y; 2824 sint16 x, y;
3097 2825
3098 if(!ob||!ob->map) return 0; 2826 if (!ob || !ob->map)
2827 return 0;
3099 2828
3100 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3102 2831
3103 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2835 if (ob->has_carried_lights ())
2836 level = -(10 + (2 * ob->map->darklevel ()));
3107 2837
3108 /* scan through all nearby squares for terrain to hide in */ 2838 /* 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]) { 2839 for (i = 0, x = ob->x, y = ob->y;
2840 i <= SIZEOFFREE1;
2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2842 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2843 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2844 if (mflag & P_OUT_OF_MAP)
2845 continue;
2846
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2847 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2848 level += 2;
3114 else /* open terrain! */ 2849 else /* open terrain! */
3115 level -= 1; 2850 level -= 1;
3116 } 2851 }
3117 2852
3118#if 0 2853#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2854 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2855#endif
3121 return level; 2856 return level;
3122} 2857}
3123 2858
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2859/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2860 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2861 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2862 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2863 */
3129 2864void
3130void do_hidden_move (object *op) { 2865do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2866{
3132 object *skop; 2867 int hide = 0;
3133 2868
3134 if(!op || !op->map) return; 2869 if (!op || !op->map)
2870 return;
3135 2871
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2872 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2873 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2874
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2875 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2876 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2877 if (!skop || num >= skop->level)
2878 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2879 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); 2880 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2881 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2882 }
2883 else
2884 num += 20;
2885
2886 num += op->map->difficulty;
2887 hide = hideability (op); /* modify by terrain hidden level */
2888 num -= hide;
2889
2890 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2891 {
2892 make_visible (op);
2893
2894 if (op->type == PLAYER)
2895 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2896 }
3154 else if (op->type == PLAYER && skop) { 2897 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2898 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2899}
3158 2900
3159/* determine if who is standing near a hostile creature. */ 2901/* determine if who is standing near a hostile creature. */
3160 2902
2903int
3161int stand_near_hostile( object *who ) { 2904stand_near_hostile (object *who)
2905{
3162 object *tmp=NULL; 2906 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2907 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2908 maptile *m;
3165 sint16 x,y; 2909 sint16 x, y;
3166 2910
3167 if(!who) return 0; 2911 if (!who)
2912 return 0;
3168 2913
3169 if(who->type==PLAYER) player=1; 2914 if (who->type == PLAYER)
2915 player = 1;
2916
2917 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2918 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 2919
3172 /* search adjacent squares */ 2920 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 2921 for (i = 1; i < 9; i++)
2922 {
3174 x = who->x+freearr_x[i]; 2923 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 2924 y = who->y + freearr_y[i];
3176 m = who->map; 2925 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 2926 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 2927 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 2928 * blocked, don't need to check this space.
3180 */ 2929 */
3181 if (mflags & P_OUT_OF_MAP) continue; 2930 if (mflags & P_OUT_OF_MAP)
2931 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2932 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 2933 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2934
3185 if((player||friendly) 2935 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2936 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2937 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2938 return 1;
2939 else if (tmp->type == PLAYER)
2940 {
2941 /*don't let a hidden DM prevent you from hiding */
2942 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 2943 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 } 2944 }
3194 } 2945 }
3195 } 2946 }
3196 return 0; 2947 return 0;
3197} 2948}
3198 2949
3199/* check the player los field for viewability of the 2950/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2951 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2952 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2953 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2954 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2955 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2956 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2957 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2958 * 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. 2959 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2960 * -b.t.
3210 * This function is now map tiling safe. 2961 * This function is now map tiling safe.
3211 */ 2962 */
3212 2963int
3213int player_can_view (object *pl,object *op) { 2964player_can_view (object *pl, object *op)
2965{
3214 rv_vector rv; 2966 rv_vector rv;
3215 int dx,dy; 2967 int dx, dy;
3216 2968
3217 if(pl->type!=PLAYER) { 2969 if (pl->type != PLAYER)
2970 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 2971 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 2972 return -1;
3220 } 2973 }
3221 if (!pl || !op) return 0;
3222 2974
3223 if(op->head) { op = op->head; } 2975 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; 2976 return 0;
3247}
3248 2977
3249/* routine for both players and monsters. We call this when 2978 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 2979
3251 * place or invisiblity spell. Artefact invisiblity is not 2980 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 2981
3253 * return 0. 2982 /* starting with the 'head' part, lets loop
2983 * through the object and find if it has any
2984 * part that is in the los array but isn't on
2985 * a blocked los square.
2986 * we use the archetype to figure out offsets.
3254 */ 2987 */
3255int action_makes_visible (object *op) { 2988 while (op)
2989 {
2990 dx = rv.distance_x + op->arch->x;
2991 dy = rv.distance_y + op->arch->y;
3256 2992
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2993 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; 2994 return 1;
3267 } 2995
2996 op = op->more;
3268 } 2997 }
2998
3269 return 0; 2999 return 0;
3270} 3000}
3271 3001
3272/* op_on_battleground - checks if the given object op (usually 3002/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3003 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3004 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3005 * -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 3006 * 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 3007 * 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 3008 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3009 */
3010int
3280int op_on_battleground (object *op, int *x, int *y) { 3011op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3012{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3013 /* 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), 3014 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3015 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3016 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3017 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3018 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3019 for (object *tmp = op->below; tmp; tmp = tmp->below)
3020 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3022 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3024 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3025 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3027 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3028 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3029 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) { 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3032 {
3300 if (x != NULL && y != NULL) 3033 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3035
3302 return 1; 3036 return 1;
3303 }
3304 } 3037 }
3305 } 3038
3306 if (x != NULL && y != NULL) 3039 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3041
3308 return 1; 3042 return 1;
3043 }
3309 } 3044 }
3310 }
3311 } 3045 }
3046
3312 /* If we got here, did not find a battleground */ 3047 /* If we got here, did not find a battleground */
3313 return 0; 3048 return 0;
3314} 3049}
3315 3050
3316/* 3051/*
3320 * attributes: 3055 * attributes:
3321 * object *who the dragon player 3056 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3057 * int atnr the attack-number of the ability focus
3323 * int level ability level 3058 * int level ability level
3324 */ 3059 */
3060void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3061dragon_ability_gain (object *who, int atnr, int level)
3062{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3063 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3064 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3065 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3066 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3067 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3068 int i = 0, j = 0;
3332 3069
3333 /* get the appropriate treasurelist */ 3070 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3071 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3072 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3073 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3074 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3075 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3076 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3077 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3078 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3079
3343 if (trlist == NULL || who->type != PLAYER) 3080 if (trlist == NULL || who->type != PLAYER)
3081 return;
3082
3083 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3084
3085 if (!tr || !tr->item)
3086 {
3087 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3088 return;
3089 }
3090
3091 /* everything seems okay - now bring on the gift: */
3092 item = tr->item;
3093
3094 if (item->type == SPELL)
3095 {
3096 if (check_spell_known (who, item->name))
3344 return; 3097 return;
3345 3098
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3099 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3100 do_learn_spell (who, item, 0);
3348 3101 return;
3349 if (tr == NULL || tr->item == NULL) { 3102 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3103
3104 /* grant direct spell */
3105 if (item->type == SPELLBOOK)
3106 {
3107 if (!item->inv)
3108 {
3109 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3110 return;
3111 }
3112 if (check_spell_known (who, item->inv->name))
3351 return; 3113 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) { 3114 if (item->invisible)
3115 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3116 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); 3117 do_learn_spell (who, item->inv, 0);
3378 return; 3118 return;
3379 } 3119 }
3380 } 3120 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3121 else if (item->type == SKILL_TOOL && item->invisible)
3122 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3123 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3124 {
3383 3125
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3126 /* 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 3127 * 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, 3128 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3129 * but not all of them, he gets nothing.
3388 */ 3130 */
3389 if (!(skop->attacktype & item->attacktype)) { 3131 if (!(skop->attacktype & item->attacktype))
3132 {
3390 /* Give new attacktype */ 3133 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3134 skop->attacktype |= item->attacktype;
3392 3135
3393 /* always add physical if there's none */ 3136 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3137 skop->attacktype |= AT_PHYSICAL;
3395 3138
3396 if (item->msg != NULL) 3139 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3140 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3141
3399 /* Give player new face */ 3142 /* Give player new face */
3400 if (item->animation_id) { 3143 if (item->animation_id)
3144 {
3401 who->face = skop->face; 3145 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3146 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3147 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3148 who->last_anim = 0;
3405 who->state = 0; 3149 who->state = 0;
3406 animate_object(who, who->direction); 3150 animate_object (who, who->direction);
3407 } 3151 }
3408 } 3152 }
3409 } 3153 }
3410 } 3154 }
3411 else if (item->type == FORCE) { 3155 else if (item->type == FORCE)
3156 {
3412 /* forces in the treasurelist can alter the player's stats */ 3157 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3158 object *skin;
3159
3414 /* first get the dragon skin force */ 3160 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3161 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3162 ;
3417 if (skin == NULL) return; 3163
3418 3164 if (!skin)
3165 return;
3166
3419 /* adding new spellpath attunements */ 3167 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3168 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3169 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3170 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3171
3423 /* print message */ 3172 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3173 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3174 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3175 {
3426 if(item->path_attuned & (1<<i)) { 3176 if (item->path_attuned & (1 << i))
3177 {
3427 if (j) 3178 if (j)
3428 strcat(buf," and "); 3179 strcat (buf, " and ");
3429 else 3180 else
3430 j = 1; 3181 j = 1;
3431 strcat(buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3432 } 3183 }
3433 } 3184 }
3185
3434 strcat(buf,"."); 3186 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3188 }
3437 3189
3438 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3191 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3192 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3193 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3194 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3195 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3196 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3197
3446 /* print message if there is one */ 3198 /* print message if there is one */
3447 if (item->msg != NULL) 3199 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3201 }
3202 else
3449 } 3203 {
3450 else {
3451 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3206 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); 3207 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3208 }
3458} 3209}
3459 3210
3460/** 3211//-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 3212
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3213sint8
3468 if (pl->ranges[i] == ob) { 3214player::darkness_at (maptile *map, int x, int y) const
3469 pl->ranges[i] = NULL; 3215{
3470 if (pl->shoottype == i) { 3216 if (!ns)
3471 pl->shoottype = range_none; 3217 return LOS_BLOCKED;
3472 } 3218
3473 } 3219 int dx, dy;
3474 } 3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3221 return LOS_BLOCKED;
3222
3223 x += dx - ns->current_x;
3224 y += dy - ns->current_y;
3225
3226 return blocked_los (x, y);
3475} 3227}
3228
3229void
3230player::infobox (const char *title, const char *msg, int color)
3231{
3232 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3233}
3234
3235void
3236player::statusmsg (const char *msg, int color)
3237{
3238 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3239}
3240
3241void
3242player::failmsg (const char *msg, int color)
3243{
3244 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color);
3246}
3247

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