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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 1.275 by root, Tue Apr 27 07:20:49 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 ob->clr_flag (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 players.erase (this);
212 * complexity here because we want to add the new player at the 82}
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 83
225 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
226 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
227 116
228 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 118 if (tmp->type == FORCE)
230 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
232 p->attachable_init (); //HACK 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
234 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 212 * we deal with that below this point.
236 */ 213 */
237 p->party=NULL; 214 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 217
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
248
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 */
257 219
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 220 gen_sp_armour = 10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal; 221 bowtype = bow_normal;
266 p->petmode=pet_normal; 222 petmode = pet_normal;
267 p->listening=10;
268 p->usekeys=containers; 223 usekeys = containers;
269 p->last_weapon_sp= -1; 224 peaceful = 1; /* default peaceful */
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1; 225 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 226
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 227 weapon_sp = 1.0f;
276 p->title[sizeof(p->title)-1] = '\0'; 228 weapon_sp_left = 0.5f;
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} 229}
300 230
301 231void
302/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
303static void set_first_map(object *op)
304{ 233{
305 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 235
311/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315 237
316int add_player(NewSocket *ns) { 238 if (ob)
317 player *p; 239 ob->destroy ();
318 240
319 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
320 p->socket = *ns; 242}
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);
331 243
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
333 add_friendly_object(p->ob); 245{
334 send_rules(p->ob); 246 /* Clear item stack */
335 send_news(p->ob); 247 free (stack_items);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 248}
340 249
341/* 250/*
342 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
345 */ 254 */
255static archetype *
346archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
347{ 257{
348 archetype *start = at; 258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
349 for (;;) { 266 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 } 267 {
361} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
362 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
363 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
364object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
365 object *op = NULL; 301 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 302 objectlink *ol;
368 unsigned lastdist; 303 unsigned lastdist;
369 rv_vector rv; 304 rv_vector rv;
370 305
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 307 {
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)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 309 continue;
398 310
399 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
312 {
400 op=ol->ob; 313 op = ol->ob;
401 lastdist=rv.distance; 314 lastdist = rv.distance;
402 } 315 }
403 } 316 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 317
318 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 319 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 320 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 321 {
412 } 322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
413#if 0 326#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 328#endif
416 return op; 329 return op;
417} 330}
418 331
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* 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 333 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 348 * 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 349 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 350 * is probably not a good thing.
438 */ 351 */
439#define MAX_SPACES 50 352#define MAX_SPACES 50
440
441 353
442/* 354/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * 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 356 * 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 357 * 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. 370 * 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, 371 * 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 372 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 373 * is blocking itself.
462 */ 374 */
375int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
464 rv_vector rv; 378 rv_vector rv;
465 sint16 x,y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap;
468 380
469 get_rangevector(mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
470 382
471 if (rv.distance<mindiff) return 0; 383 if (rv.distance < mindiff)
384 return 0;
472 385
473 x=mon->x; 386 mapxy pos (mon);
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction; 387 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 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); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
390
479 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 392 if (diff > max)
393 return 0;
394
481 while (diff >1 && max>0) { 395 while (diff > 1 && max > 0)
482 lastx = x; 396 {
483 lasty = y; 397 mapxy lastpos = pos;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490 398
399 pos.move (dir);
400
491 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 402 if (!pos.normalise ()
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
405 {
494 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
496 */ 408 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
498 if (rv.direction != dir) { 410 if (rv.direction != dir)
411 {
499 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 413 * the values so it will try again.
501 */ 414 */
502 x = lastx;
503 y = lasty;
504 m = lastmap; 415 pos = lastpos;
505 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
417 }
506 } else { 418 else
419 {
507 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
508 * either the left or right. 421 * either the left or right.
509 * Note increase the values in the loop below to be 422 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 423 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 424 * 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 425 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 426 * stepping back and forth
514 */ 427 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
429 {
430 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
517 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 434 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 438 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 441 * the last direction the creature has successfully
526 * moved. 442 * moved.
527 */ 443 */
444 pos = lastpos;
445 pos.move (absdir (lastdir + i));
446
447 if (!pos.normalise ())
448 continue;
449
450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
453 continue;
454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
456 continue;
457
458 if (blocked_link (mon, pos.m, pos.x, pos.y))
528 459 break;
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 } 460 }
461
540 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
542 */ 464 */
543 if (i==(DETOUR_AMOUNT+1)) 465 if (i == DETOUR_AMOUNT + 1)
544 return 0; 466 return 0;
467
545 diff--; 468 diff--;
546 lastdir=dir; 469 lastdir = dir;
547 max--; 470 max--;
548 if (!firstdir) firstdir = dir+i; 471 if (!firstdir)
472 firstdir = dir + i;
549 } /* else check alternate directions */ 473 } /* else check alternate directions */
550 } /* if blocked */ 474 } /* if blocked */
551 else { 475 else
476 {
552 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
553 diff--; 478 diff--;
554 max--; 479 max--;
555 lastdir=dir; 480 lastdir = dir;
481
482 if (!firstdir)
556 if (!firstdir) firstdir = dir; 483 firstdir = dir;
484 }
485
486 if (diff <= 1)
557 } 487 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 489 * headed toward player for entire distance.
561 */ 490 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 493 }
565 if (diff>max) return 0; 494
495 if (diff > max)
496 return 0;
566 } 497 }
498
567 /* If we reached the max, didn't find a direction in time */ 499 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 500 if (!max)
501 return 0;
569 502
570 return firstdir; 503 return firstdir;
571} 504}
572 505
506void
573void give_initial_items(object *pl,treasurelist *items) { 507give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 508{
575
576 if(pl->randomitems!=NULL) 509 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 511
579 for (op=pl->inv; op; op=next) { 512 for (object *next, *op = pl->inv; op; op = next)
513 {
580 next = op->below; 514 next = op->below;
581 515
582 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 518 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
586 SET_FLAG(op,FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
587 521
588 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 523 * by this player due to race restrictions
590 */ 524 */
591 if (pl->type == PLAYER) { 525 if (pl->type == PLAYER)
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 526 {
527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
593 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 532 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 534 {
602 } 535 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; 536 continue;
622 } 537 }
623 if (op->nrof > 1) op->nrof = 1; 538 }
539
540 /* Here we remove duplicated skills (as duplicated spell objects have
541 * _very_ confusing effects for players), which could for instance be
542 * generated by bad treasurelists. - elmex
543 */
544 if (op->type == SKILL)
624 } 545 {
546 for (object *tmp = op->below; tmp; tmp = tmp->below)
547 if (tmp->type == op->type && tmp->name == op->name)
548 {
549 op->destroy ();
550 LOG (llevError,
551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
552 break;
553 }
625 554
555 if (op->nrof > 1)
556 op->nrof = 1;
557 }
558
626 if (op->type == SPELLBOOK && op->inv) { 559 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
628 }
629 561
630 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 564 * merged properly.
633 */ 565 */
634 if (need_identify(op)) { 566 if (op->need_identify ())
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
639 if(op->type==SPELL) { 573 if (op->type == SPELL)
640 remove_ob(op); 574 {
641 free_object(op); 575 op->destroy ();
642 continue; 576 continue;
577 }
578 else if (op->type == SKILL)
643 } 579 {
644 else if(op->type==SKILL) { 580 op->set_flag (FLAG_CAN_USE_SKILL);
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 581 op->stats.exp = 0;
647 op->level = 1; 582 op->level = 1;
648 } 583 }
649 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
652 587
653 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
654 link_player_skills(pl); 589 pl->contr->link_skills ();
655} 590}
656 591
657void get_name(object *op) { 592void
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) { 593get_party_password (object *op, partylist *party)
594{
734 if (party == NULL) { 595 if (party == NULL)
596 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 597 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 598 return;
737 } 599 }
600
738 op->contr->write_buf[0]='\0'; 601 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 605}
743
744 606
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 608static int
609roll_stat ()
610{
747 int a[4],i,j,k; 611 int a[4], i, j, k;
748 612
749 for(i=0;i<4;i++) 613 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 614 a[i] = (int) rndm (6) + 1;
751 615
752 for(i=0,j=0,k=7;i<4;i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 617 if (a[i] < k)
754 k=a[i],j=i; 618 k = a[i], j = i;
755 619
756 for(i=0,k=0;i<4;i++) { 620 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 621 if (i != j)
758 k+=a[i]; 622 k += a[i];
759 } 623
760 return k; 624 return k;
761} 625}
762 626
763void roll_stats(object *op) { 627void
628object::roll_stats ()
629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
764 int sum=0; 634 int sum = 0;
765 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
767 637
768 do { 638 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 639 break;
770 op->stats.Dex=roll_stat(); 640 }
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);
780 641
781 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 643 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;
789 644
790 /* a quick and dirty bubblesort? */ 645 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]; 646 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];
809 647
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; 648 stats.exp = 0;
821 op->stats.ac=0; 649 stats.ac = 0;
822 650
651 stats.hp = stats.maxhp;
652 stats.sp = stats.maxsp;
653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
823 op->contr->levhp[1] = 9; 657 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 658 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 659 contr->levgrace[1] = 3;
826 660
827 fix_player(op); 661 contr->orig_stats = stats;
662 }
663}
664
665void
666object::swap_stats (int a, int b)
667{
668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
669
670 for (int i = 0; i < NUM_STATS; ++i)
671 stats.stat (i) = contr->orig_stats.stat (i);
672
673 //TODO: the following code looks so borked and should, at the very least,
674 // be merged with the similar code in roll_stats
675 stats.ac = 0;
676
677 level = 1;
678 stats.exp = 0;
679 stats.ac = 0;
680
828 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
831 op->contr->orig_stats=op->stats; 691 contr->orig_stats = stats;
692 }
832} 693}
833 694
834void Roll_Again(object *op) 695static void
696start_info (object *op)
835{ 697{
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]; 698 char buf[MAX_BUF];
844 699
845 if ( op->contr->Swap_First == -1 ) { 700 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); 701 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} 702}
953 703
954/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
958 * not the class. 708 * not the class.
959 */ 709 */
960 710void
961int key_change_class(object *op, char key) 711player::chargen_race_done ()
962{ 712{
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 */ 713 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 714 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 715
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl)
718 create_treasure (tl, ob, 0, 0, 0);
719
977 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr);
979 721
980 op->contr->state=ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
981 723
982 if (op->msg) { 724 if (ob->msg)
983 free_string(op->msg); 725 ob->msg = 0;
984 op->msg=NULL;
985 }
986 726
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); 727 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 729 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 730 esrv_send_inventory (ob, ob);
1001 fix_player(op); 731 ob->update_stats ();
1002 732
1003 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
1004 * is one for this race 734 * is one for this race
1005 */ 735 */
1006 if(*first_map_ext_path) { 736 if (*first_map_ext_path)
1007 object *tmp; 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 738 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"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 740}
1023 return 0;
1024 }
1025 741
742void
743player::chargen_race_next ()
744{
1026 /* Following actually changes the race - this is the default command 745 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 746 * if we don't match with one of the options above.
1028 */ 747 */
1029 748
1030 tmp_loop = 0; 749 do
1031 while(!tmp_loop) { 750 {
1032 const char *name = add_string (op->name); 751 shstr name = ob->name;
1033 int x = op->x, y = op->y; 752 int x = ob->x, y = ob->y;
753
1034 remove_statbonus(op); 754 ob->remove_statbonus ();
1035 remove_ob (op); 755 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 756 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 757 ob->arch->copy_to (ob);
1038 op->instantiate (); 758 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 759 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 760 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; 761 ob->x = x;
1045 op->y = y; 762 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 763 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 764 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 765 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 766 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 } 767 }
768 while (!allowed_class (ob));
769
1055 update_object(op,UP_OBJ_FACE); 770 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 771 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 772 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 773 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 774 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 775 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} 776}
1066 777
1067int key_confirm_quit(object *op, char key) 778static 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) { 779flee_player (object *op)
780{
1113 int dir,diff; 781 int dir, diff;
1114 rv_vector rv; 782 rv_vector rv;
1115 783
1116 if(op->stats.hp < 0) { 784 if (op->stats.hp < 0)
785 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 786 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 787 op->clr_flag (FLAG_SCARED);
788 return;
789 }
790
791 if (!op->enemy)
792 {
793 LOG (llevDebug, "Fleeing player had no enemy.\n");
794 op->clr_flag (FLAG_SCARED);
795 return;
796 }
797
798 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
799 {
800 op->enemy = NULL;
801 op->clr_flag (FLAG_SCARED);
802 return;
803 }
804
805 get_rangevector (op, op->enemy, &rv, 0);
806
807 dir = absdir (4 + rv.direction);
808 for (diff = 0; diff < 3; diff++)
809 {
810 int m = 1 - rndm (2) * 2;
811
812 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1119 return; 813 return;
1120 } 814 }
1121 815
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 */ 816 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 818 op->enemy = NULL;
1156} 819}
1157
1158 820
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 821/* 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 822 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 823 * stop.
1162 */ 824 */
825int
1163int check_pick(object *op) { 826check_pick (object *op)
827{
1164 object *tmp, *next; 828 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 829 int stop = 0;
1167 int j, k, wvratio; 830 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 831
1170
1171 /* if you're flying, you cna't pick up anything */ 832 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 833 if (op->move_type & MOVE_FLYING)
1173 return 1; 834 return 1;
1174 835
1175 op_tag = op->count;
1176
1177 next = op->below; 836 next = op->below;
1178 if (next) 837
1179 next_tag = next->count; 838 int cnt = MAX_ITEM_PER_ACTION;
839#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 840
1181 /* loop while there are items on the floor that are not marked as 841 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 842 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 843 while (next && !next->destroyed ())
1184 { 844 {
1185 tmp = next; 845 tmp = next;
1186 next = tmp->below; 846 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 847
1190 if (was_destroyed (op, op_tag)) 848 if (cnt <= 0)
849 {
850 op->failmsg ("Couldn't pickup all items at once.");
851 return 0;
852 }
853
854 if (op->destroyed ())
1191 return 0; 855 return 0;
1192 856
1193 if ( ! can_pick (op, tmp)) 857 if (!can_pick (op, tmp))
1194 continue; 858 continue;
1195 859
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 860 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 861 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 862 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 863 CHK_PICK_PICKUP;
864
1200 continue; 865 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 } 866 }
1236 } 867
1237 else { /* old model */
1238 /* NEW pickup handling */ 868 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 869 if (op->contr->mode & PU_DEBUG)
1240 { 870 {
1241 /* some debugging code to figure out item information */ 871 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 872 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 873 ? 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)))); 874 &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", 875 : 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)))); 876 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
877
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 878 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 } 879 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 880
1266#if 0 881 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 882 return 1;
1268 for(k=0;k<4;k++) 883
1269 { 884 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 885 return 1;
1271 for(j=0;j<32;j++) 886
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: 887 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 888 * 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 889 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 890 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 891 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 892 * example.
1286 * The drawback: right now it has no frontend, so you need to 893 * 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 894 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 895 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 898 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 899 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 900 * meaning if any test passes, the item gets picked up. */
1294 901
1295 /* if mode is set to pick nothing up, return */ 902 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 903 if (op->contr->mode == PU_NOTHING)
904 return 1;
1298 905
1299 /* if mode is set to stop when encountering objects, return */ 906 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 907 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 908 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 909 if (op->contr->mode & PU_STOP)
910 return 0;
1304 911
1305 /* useful for going into stores and not losing your settings... */ 912 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 913 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 914 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
1309 917
1310 /* prevent us from turning into auto-thieves :) */ 918 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 919 if (tmp->flag [FLAG_UNPAID])
920 continue;
1312 921
1313 /* ignore known cursed objects */ 922 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 923 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
924 continue;
1315 925
1316 /* all food and drink if desired */ 926 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 927 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 928 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 929 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 930 {
931 CHK_PICK_PICKUP;
932 continue;
933 }
934
1321 if(op->contr->mode & PU_DRINK) 935 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 936 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 937 {
938 CHK_PICK_PICKUP;
939 continue;
940 }
1324 941
1325 if(op->contr->mode & PU_POTION) 942 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 943 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 944 {
945 CHK_PICK_PICKUP;
946 continue;
947 }
1328 948
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 949 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 950 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 951 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
1333 if(op->contr->mode & PU_SKILLSCROLL) 957 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 958 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
1336 if(op->contr->mode & PU_READABLES) 964 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 965 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
1339 970
1340 /* wands/staves/rods/horns */ 971 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 972 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 973 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 974 || tmp->type == ROD
975 || tmp->type == HORN
976 || tmp->type == POWER_CRYSTAL)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
1344 981
1345 /* pick up all magical items */ 982 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 983 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 984 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 985 && !tmp->flag [FLAG_KNOWN_CURSED])
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
1349 990
1350 if(op->contr->mode & PU_VALUABLES) 991 if (op->contr->mode & PU_VALUABLES)
1351 { 992 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 993 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
1354 } 998 }
1355 999
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1000 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1001 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1002 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1003 || tmp->type == AMULET
1004 || tmp->type == GIRDLE
1005 || tmp->type == SKILL_TOOL)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* we don't forget dragon food */
1012 if (op->contr->mode & PU_FLESH)
1013 if (tmp->type == FLESH)
1014 {
1015 CHK_PICK_PICKUP;
1016 continue;
1017 }
1360 1018
1361 /* bows and arrows. Bows are good for selling! */ 1019 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1020 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1021 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1365 if(op->contr->mode & PU_ARROW) 1027 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1028 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1029 {
1030 CHK_PICK_PICKUP;
1031 continue;
1032 }
1368 1033
1369 /* all kinds of armor etc. */ 1034 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1035 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1036 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1373 if(op->contr->mode & PU_HELMET) 1042 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1043 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1376 if(op->contr->mode & PU_SHIELD) 1049 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1050 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1379 if(op->contr->mode & PU_BOOTS) 1056 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1057 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1382 if(op->contr->mode & PU_GLOVES) 1063 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1064 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1385 if(op->contr->mode & PU_CLOAK) 1070 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1071 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1388 1076
1389 /* hoping to catch throwing daggers here */ 1077 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1078 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1079 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1393 1084
1394 /* careful: chairs and tables are weapons! */ 1085 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1086 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 } 1087 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1088 if (tmp->type == WEAPON)
1089 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1404 { 1094 }
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 1095
1411 /* misc stuff that's useful */ 1096 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1097 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1098 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1415 1103
1416 /* any of the last 4 bits set means we use the ratio for value 1104 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1105 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1106 if (op->contr->mode & PU_RATIO)
1419 { 1107 {
1420 /* use value density to decide what else to grab */ 1108 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1109 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1110 /* >=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 */ 1111 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1112 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1113 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1114 {
1427 pick_up(op, tmp);
1428#if 0 1115#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1116 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1117 if (tmp->name != NULL)
1118 {
1431 fprintf(stderr,"%s", tmp->name); 1119 fprintf (stderr, "%s", tmp->name);
1432 } 1120 }
1121 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1122 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1123 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1124 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1125#endif
1126 CHK_PICK_PICKUP;
1437 continue; 1127 continue;
1438 } 1128 }
1129 } /* the new pickup model */
1439 } 1130 }
1440 } /* the new pickup model */ 1131
1441 }
1442 return ! stop; 1132 return !stop;
1133}
1134
1135/* routine for both players and monsters. We call this when
1136 * there is a possibility for our action distrubing our hiding
1137 * place or invisiblity spell. Artefact invisiblity causes
1138 * "noise" instead. If we arent invisible to begin with, we
1139 * return 0.
1140 */
1141static int
1142action_makes_visible (object *op)
1143{
1144 if (op->invisible && op->flag [FLAG_ALIVE])
1145 {
1146 if (op->flag [FLAG_MAKE_INVIS])
1147 {
1148 // artefact invisibility is permanent, but we still make noise
1149 // this is important for game-balance.
1150 if (op->contr)
1151 op->make_noise ();
1152
1153 return 0;
1154 }
1155
1156 if (op->contr && op->contr->tmp_invis == 0)
1157 return 0;
1158
1159 /* If monsters, they should become visible */
1160 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1161 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1163 return 1;
1164 }
1165 }
1166
1167 return 0;
1443} 1168}
1444 1169
1445/* 1170/*
1446 * Find an arrow in the inventory and after that 1171 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1172 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1173 * found object is returned.
1449 */ 1174 */
1175static object *
1450object *find_arrow(object *op, const char *type) 1176find_arrow (object *op, const char *type)
1451{ 1177{
1452 object *tmp = NULL; 1178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1180 return splay (tmp);
1453 1181
1454 for(op=op->inv; op; op=op->below) 1182 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1183 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1184 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1185 {
1458 else if (op->type==ARROW && op->race==type) 1186 splay (tmp);
1459 return op; 1187 return arrow;
1188 }
1189
1460 return tmp; 1190 return 0;
1461} 1191}
1462 1192
1463/* 1193/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1194 * 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 1195 * 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 1196 * 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. 1197 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1198 */
1469 1199static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1200find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1201{
1472 object *tmp = NULL, *arrow, *ntmp; 1202 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1203 int attacknum, attacktype, betterby = 0, i;
1474 1204
1475 if (!type) 1205 if (!type)
1476 return NULL; 1206 return NULL;
1477 1207
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1208 for (arrow = op->inv; arrow; arrow = arrow->below)
1209 {
1479 if (arrow->type==CONTAINER && arrow->race==type && 1210 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1211 {
1481 i = 0; 1212 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1213 ntmp = find_better_arrow (arrow, target, type, &i);
1214
1483 if (i > betterby) { 1215 if (i > betterby)
1216 {
1484 tmp = ntmp; 1217 tmp = ntmp;
1485 betterby = i; 1218 betterby = i;
1486 } 1219 }
1220 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1221 else if (arrow->type == ARROW && arrow->race == type)
1222 {
1488 /* allways prefer assasination/slaying */ 1223 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1224 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1225 {
1491 if (arrow->attacktype & AT_DEATH) { 1226 if (arrow->attacktype & AT_DEATH)
1227 {
1492 *better = 100; 1228 *better = 100;
1493 return arrow; 1229 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1230 }
1498 } else { 1231 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 } 1232 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1233 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1234 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 } 1235 }
1515 } 1236 }
1237 else
1238 {
1239 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1240 {
1241 attacktype = 1 << attacknum;
1242 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1243 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1244 {
1245 tmp = arrow;
1246 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1247 }
1248 }
1249
1250 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1251 {
1252 tmp = arrow;
1253 betterby = 2 + arrow->magic + arrow->stats.dam;
1254 }
1255
1256 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1257 {
1258 tmp = arrow;
1259 betterby = 1 + arrow->magic + arrow->stats.dam;
1260 }
1516 } 1261 }
1262 }
1517 } 1263 }
1264
1518 if (tmp == NULL && arrow == NULL) 1265 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1266 return find_arrow (op, type);
1520 1267
1521 *better = betterby; 1268 *better = betterby;
1522 return tmp; 1269 return tmp;
1523} 1270}
1524 1271
1525/* looks in a given direction, finds the first valid target, and calls 1272/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1273 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1274 * op = the shooter
1528 * type = bow->race 1275 * type = bow->race
1529 * dir = fire direction 1276 * dir = fire direction
1530 */ 1277 */
1531 1278static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1279pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1280{
1534 object *tmp = NULL; 1281 object *tmp = NULL;
1535 mapstruct *m; 1282 maptile *m;
1536 int i, mflags, found, number; 1283 int i, mflags, found, number;
1537 sint16 x, y; 1284 sint16 x, y;
1538 1285
1539 if (op->map == NULL) 1286 if (op->map == NULL)
1540 return find_arrow(op, type); 1287 return find_arrow (op, type);
1541 1288
1542 /* do a dex check */ 1289 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1290 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))) 1291 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1292 return find_arrow (op, type);
1546 1293
1547 m = op->map; 1294 m = op->map;
1548 x = op->x; 1295 x = op->x;
1549 y = op->y; 1296 y = op->y;
1550 1297
1551 /* find the first target */ 1298 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1299 for (i = 0, found = 0; i < 20; i++)
1300 {
1553 x += freearr_x[dir]; 1301 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1302 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1303 mflags = get_map_flags (m, &m, x, y, &x, &y);
1304
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1305 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1306 {
1557 tmp = NULL; 1307 tmp = 0;
1308 break;
1309 }
1310 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1311 {
1312 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1313 * perhaps a bad assumption.
1314 */
1315 tmp = 0;
1316 break;
1317 }
1318
1319 if (mflags & P_IS_ALIVE)
1320 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1321 if (tmp->flag [FLAG_ALIVE])
1558 break; 1322 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 } 1323 }
1576 if (tmp == NULL) 1324
1325 if (!tmp)
1577 return find_arrow(op, type); 1326 return find_arrow (op, type);
1578 1327
1579 if (tmp->head) 1328 if (tmp->head)
1580 tmp = tmp->head; 1329 tmp = tmp->head;
1581 1330
1582 return find_better_arrow(op, tmp, type, &i); 1331 return find_better_arrow (op, tmp, type, &i);
1583} 1332}
1584 1333
1585/* 1334/*
1586 * Creature fires a bow - op can be monster or player. Returns 1335 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1336 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1339 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1340 * 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 1341 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1342 * player fire modes.
1594 */ 1343 */
1344int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1345fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1346{
1598 object *left, *bow; 1347 object *left, *bow;
1599 tag_t left_tag, tag; 1348 int mflags;
1600 int bowspeed, mflags; 1349 maptile *m;
1601 mapstruct *m;
1602 1350
1603 if (!dir) { 1351 if (!dir)
1352 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1353 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1354 return 0;
1355 }
1356
1357 if (op->contr)
1358 bow = op->current_weapon;
1359 else
1606 } 1360 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1361 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1362 /* 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. 1363 * don't need to switch back and forth between bows and weapons.
1613 */ 1364 */
1614 if(bow->type==BOW) 1365 if (bow->type == BOW)
1615 break; 1366 break;
1616 1367
1617 if (!bow) { 1368 if (!bow)
1369 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1370 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1371 return 0;
1620 } 1372 }
1373
1374 // optimisation: move object to top so we will find it quickly again
1375 splay (bow);
1621 } 1376 }
1377
1622 if( !bow->race || !bow->skill) { 1378 if (!bow->race || !bow->skill)
1379 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1381 return 0;
1625 } 1382 }
1626 1383
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) { 1384 if (arrow == NULL)
1385 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1386 if ((arrow = find_arrow (op, bow->race)) == NULL)
1387 {
1637 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1389 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 */ 1390 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1391 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1392 op->clr_flag (FLAG_READY_BOW);
1393
1643 return 0; 1394 return 0;
1644 } 1395 }
1645 } 1396 }
1397
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1399 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1400 return 0;
1649 } 1401
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1402 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1403 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1405 return 0;
1653 } 1406 }
1654 1407
1655 /* this should not happen, but sometimes does */ 1408 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1409 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1410 {
1658 free_object(arrow); 1411 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1412 arrow->destroy ();
1659 return 0; 1413 return 0;
1660 } 1414 }
1661 1415
1662 left = arrow; /* these are arrows left to the player */ 1416 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1417 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1418 if (!arrow)
1665 if (arrow == NULL) { 1419 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1421 return 0;
1669 } 1422 }
1670 set_owner(arrow, op); 1423
1671 if (arrow->skill) free_string(arrow->skill); 1424 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1425 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1426 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1427
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 */ 1428 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1429 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1430 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1431 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1432
1690 /* Note that this was different for monsters - they got their level 1433#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1434 if (player *pl = op->contr)
1692 */
1693 1435 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1436 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1437
1438 /* penalize ROF for bestarrow */
1439 if (pl->bowtype == bow_bestarrow)
1440 speed *= .9f;
1441 else
1442 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1443
1444 op->speed_left += speed - op->speed;
1445 }
1446#endif
1447
1448 SET_ANIMATION (arrow, arrow->direction);
1449
1698 /* update the speed */ 1450 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1451 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; 1452 + bow->stats.dam / 7.f;
1703 1453
1704 if (arrow->speed < 1.0) 1454 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1455 arrow->speed_left = 0;
1708 1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1709 if (op->type == PLAYER) { 1459 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1460 {
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; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1462 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1720 arrow->level = op->level; 1471 arrow->level = op->level;
1721 } 1472 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1473
1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1723 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1478 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1479
1727 arrow->map = m; 1480 wc -= arrow->level;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1486
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1488 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1489
1735 if (!was_destroyed(arrow, tag)) 1490 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1491 move_arrow (arrow);
1737 1492
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; 1493 return 1;
1745} 1494}
1746 1495
1747/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1497 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1501 * hence the function name.
1753 */ 1502 */
1503static int
1754int player_fire_bow(object *op, int dir) 1504player_fire_bow (object *op, int dir)
1755{ 1505{
1756 int ret=0, wcmod=0; 1506 int ret;
1757 1507
1758 if (op->contr->bowtype == bow_bestarrow) { 1508 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1509 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1510 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); 1511 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1513 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1514 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, 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1516 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1517 else if (op->contr->bowtype == bow_threewide)
1518 {
1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1522 }
1523 else if (op->contr->bowtype == bow_spreadshot)
1524 {
1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1528 }
1529 else
1530 {
1531 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1532 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 } 1533 }
1534
1780 return ret; 1535 return ret;
1781} 1536}
1782
1783 1537
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1786 */ 1540 */
1541static void
1787void fire_misc_object(object *op, int dir) 1542fire_misc_object (object *op, int dir)
1788{ 1543{
1789 object *item; 1544 object *item = op->contr->ranged_ob;
1790 1545
1791 if (!op->contr->ranges[range_misc]) { 1546 if (!item)
1547 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1549 return;
1794 } 1550 }
1795 1551
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1552 if (!item->inv)
1553 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1555 return;
1800 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1801 if (item->type == WAND) { 1561 if (item->type == WAND)
1562 {
1802 if(item->stats.food<=0) { 1563 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1564 {
1565 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)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1805 return; 1568 return;
1806 } 1569 }
1570 }
1807 } else if (item->type == ROD || item->type==HORN) { 1571 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1572 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1578 {
1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1810 if (item->type== ROD) 1581 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)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1583 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1584 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)); 1585
1816 return; 1586 return;
1817 } 1587 }
1818 } 1588 }
1819 1589
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1822 if (item->type == WAND) { 1594 if (item->type == WAND)
1595 {
1823 if (!(--item->stats.food)) { 1596 if (!(--item->stats.food))
1597 {
1824 object *tmp; 1598 object *tmp;
1599
1825 if (item->arch) { 1600 if (item->arch)
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1828 item->speed = 0; 1604 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1605 }
1831 if ((tmp=is_player_inv(item))) 1606
1607 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1609 }
1834 } 1610 }
1835 else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1612 drain_rod_charge (item);
1837 }
1838 } 1613 }
1839} 1614}
1840 1615
1841/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1842 */ 1617 */
1618bool
1843void fire(object *op,int dir) { 1619fire (object *who, int dir)
1620{
1844 int spellcost=0; 1621 int spellcost = 0;
1845 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1846 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1645 if (action_makes_visible (who))
1646 make_visible (who);
1848 1647
1849 switch(op->contr->shoottype) { 1648 switch (ob->type)
1850 case range_none: 1649 {
1851 return; 1650 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1651 player_fire_bow (who, dir);
1855 return; 1652 break;
1856 1653
1857 case range_magic: /* Casting spells */ 1654 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1656 break;
1860 1657
1861 case range_misc: 1658 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 ); 1659 apply_map_builder (who, dir);
1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1670 default:
1671 fire_misc_object (who, dir);
1672 break;
1673 }
1674
1675 return true;
1676}
1677
1678static object *
1679find_key_ (object *pl, object *container, object *door)
1680{
1681 object *tmp, *key;
1682
1683 /* Should not happen, but sanity checking is never bad */
1684 if (!container->inv)
1685 return 0;
1686
1687 /* First, lets try to find a key in the top level inventory */
1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 {
1690 if (door->type == DOOR && tmp->type == KEY)
1691 break;
1692
1693 /* For sanity, we should really check door type, but other stuff
1694 * (like containers) can be locked with special keys
1695 */
1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697 break;
1698 }
1699
1700 /* No key found - lets search inventories now */
1701 /* If we find and use a key in an inventory, return at that time.
1702 * otherwise, if we search all the inventories and still don't find
1703 * a key, return
1704 */
1705 if (!tmp)
1706 {
1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 /* No reason to search empty containers */
1709 if (tmp->type == CONTAINER && tmp->inv)
1710 if ((key = find_key_ (pl, tmp, door)))
1711 return key;
1712
1713 if (!tmp)
1886 return; 1714 return 0;
1887 default: 1715 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1716
1717 /* We get down here if we have found a key. Now if its in a container,
1718 * see if we actually want to use it
1719 */
1720 if (pl != container)
1721 {
1722 /* Only let players use keys in containers */
1723 if (!pl->contr)
1889 return; 1724 return 0;
1890 }
1891}
1892 1725
1726 /* cases where this fails:
1727 * If we only search the player inventory, return now since we
1728 * are not in the players inventory.
1729 * If the container is not active, return now since only active
1730 * containers can be used.
1731 * If we only search keyrings and the container does not have
1732 * a race/isn't a keyring.
1733 * No checking for all containers - to fall through past here,
1734 * inv must have been an container and must have been active.
1735 *
1736 * Change the color so that the message doesn't disappear with
1737 * all the others.
1738 */
1739 if (pl->contr->usekeys == key_inventory
1740 || !container->flag [FLAG_APPLIED]
1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1742 {
1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1745 return NULL;
1746 }
1747 }
1893 1748
1749 return tmp;
1750}
1894 1751
1895/* find_key 1752/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1753 * 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 1754 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1755 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1757 * pl is the player,
1901 * inv is the objects inventory to searched 1758 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1759 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1760 * This function can be called recursively to search containers.
1904 */ 1761 */
1905 1762object *
1906object * find_key(object *pl, object *container, object *door) 1763find_key (object *pl, object *container, object *door)
1907{ 1764{
1908 object *tmp,*key; 1765 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 } 1766 {
1922 /* No key found - lets search inventories now */ 1767 // 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. 1768 // 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 1769 // of searching through containers ourselves.
1925 * a key, return 1770
1926 */ 1771 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 } 1772 }
1936 /* We get down here if we have found a key. Now if its in a container, 1773 else
1937 * see if we actually want to use it 1774 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} 1775}
1968 1776
1969/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1972 * 0 otherwise 1780 * 0 otherwise
1973 */ 1781 */
1782static int
1974static int player_attack_door(object *op, object *door) 1783player_attack_door (object *op, object *door)
1975{ 1784{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* 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 - 1786 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1980 */ 1788 */
1981 object *key=find_key(op, op, door); 1789 object *key = find_key (op, op, door);
1982 1790
1983 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1984 if (key) { 1792 if (key)
1793 {
1985 object *container=key->env; 1794 object *container = key->env;
1986 1795
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1796 if (action_makes_visible (op))
1797 make_visible (op);
1798
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1800 spring_trap (door->inv, op);
1801
1990 if (door->type == DOOR) { 1802 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1804 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1805 {
1995 "You open the door with the %s", query_short_name(key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1808 }
1809
1998 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1812
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1814 }
2004 } else if (door->type==LOCKED_DOOR) { 1815 else if (door->type == LOCKED_DOOR)
1816 {
2005 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1819 return 1;
2008 } 1820 }
1821
2009 return 0; 1822 return 0;
2010} 1823}
2011 1824
2012/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2017 */ 1830 */
2018 1831bool
2019void move_player_attack(object *op, int dir) 1832move_player_attack (object *op, int dir)
2020{ 1833{
2021 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1835 {
2023 int on_battleground; 1836 --op->speed_left;
2024 mapstruct *m; 1837 return true;
1838 }
2025 1839
2026 nx=freearr_x[dir]+op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2028 1842
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2030 1845
2031 /* If braced, or can't move to the square, and it is not out of the 1846 /* 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 1847 * 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 1848 * 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 1849 * 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 1850 * 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 1851 * 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 1852 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1853 * move_ob uses.
2039 */ 1854 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1855 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 1856
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1857 /* 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. 1858 * 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 1859 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
1870 }
1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
2057 */ 1880 {
2058 while (tmp!=NULL) { 1881 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1882 return true;
2060 tmp=tmp->above; 1883 }
2061 continue; 1884
1885 /* The following deals with possibly attacking peaceful
1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
1918 }
1919 else
1920 return false;
1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
1924
1925 /* in certain circumstances, you shouldn't attack friendly
1926 * creatures. Note that if you are braced, you can't push
1927 * someone, but put it inside this loop so that you won't
1928 * attack them either.
1929 */
1930 if ((mon->type == PLAYER || mon->enemy != op)
1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1932 && ((op->contr->peaceful
1933 || (mon->type == PLAYER && mon->contr->peaceful))
1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
1937 {
1938 --op->speed_left;
1939
1940 if (!op->contr->braced)
1941 {
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
2062 } 1944 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1945 else
2064 mon = tmp; 1946 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 1947
2075 if(mon->head != NULL) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1949 make_visible (op);
2077 1950
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1951 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 { 1952 }
2106 /* If we're braced, we don't want to switch places with it */ 1953 }
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 1954 /* 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. 1955 * roll it if not braced. You can't roll it if you are braced.
1956 */
1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
2140 */ 1960 {
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1961 --op->speed_left;
1962
2142 recursive_roll(mon,dir,op); 1963 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1964 if (action_makes_visible (op))
2144 } 1965 make_visible (op);
2145 1966
1967 return true;
1968 }
1969 }
2146 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1971 * 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: 1972 * 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 1973 * 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. 1974 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1975 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 1978 {
2156 1979 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 } 1980 {
2184 } /* if player should attack something */ 1981 --op->contr->weapon_sp_left;
2185}
2186 1982
1983 skill_attack (mon, op, 0, 0, 0);
1984
1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2187int move_player(object *op,int dir) { 1996move_player (object *op, int dir)
2188 int pick; 1997{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1998 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; 1999 return 0;
2000
2001 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8)
2003 {
2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2005 return 0;
2006 }
2007
2008 /* peterm: added following line */
2009 if (op->flag [FLAG_CONFUSED] && dir)
2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2011
2012 op->facing = dir;
2013
2014 if (op->flag [FLAG_HIDDEN])
2015 do_hidden_move (op);
2016
2017 bool retval;
2018 int pick = 0;
2019
2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2021 retval = RESULT_INT (0);
2022 else if (op->contr->fire_on)
2023 retval = fire (op, dir);
2024 else
2025 {
2026 retval = move_player_attack (op, dir);
2027 pick = check_pick (op);
2028 }
2029
2030 /* Add special check for newcs players and fire on - this way, the
2031 * server can handle repeat firing.
2032 */
2033 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2034 op->direction = dir;
2035 else
2036 op->direction = 0;
2037
2038 /* Update how the player looks. Use the facing, so direction may
2039 * get reset to zero. This allows for full animation capabilities
2040 * for players.
2041 */
2042 animate_object (op, op->facing);
2043
2044 return retval;
2231} 2045}
2232 2046
2233/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2048 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2050 * the new speed values for commands.
2237 * 2051 *
2238 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2239 */ 2055 */
2056bool
2240int handle_newcs_player(object *op) 2057handle_newcs_player (object *op)
2241{ 2058{
2242 if (op->contr->hidden) { 2059 if (op->flag [FLAG_SCARED])
2243 op->invisible = 1000; 2060 {
2244 /* the socket code flashes the player visible/invisible 2061 if (op->speed_left > 0.f)
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 } 2062 {
2256 } 2063 --op->speed_left;
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) {
2259 flee_player(op); 2064 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2065
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2066 return true;
2264 } 2067 }
2068 else
2069 return false;
2265 } 2070 }
2266 2071
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 2072 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2074 * called, so we recheck it here.
2282 */ 2075 */
2283 HandleClient(&op->contr->socket, op->contr); 2076 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2077 return true;
2285 2078
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2079 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); 2080 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2081
2296 else return 0; 2082 return false;
2297 } 2083}
2084
2085static int
2086save_life (object *op)
2087{
2088 if (!op->flag [FLAG_LIFESAVE])
2298 return 0; 2089 return 0;
2299}
2300 2090
2301int save_life(object *op) { 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2093 {
2094 op->play_sound (sound_find ("ob_evaporate"));
2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2096
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2097 tmp->destroy ();
2098 op->clr_flag (FLAG_LIFESAVE);
2099
2100 if (op->stats.hp < 0)
2101 op->stats.hp = op->stats.maxhp;
2102
2103 if (op->stats.food < 0)
2104 op->stats.food = MAX_FOOD;
2105
2106 op->update_stats ();
2305 return 0; 2107 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 } 2108 }
2109
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2113 return 0;
2329} 2114}
2330 2115
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* 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 2117 * 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 2118 * function will descend into containers. op is the object to start the search
2334 * from. 2119 * from.
2335 */ 2120 */
2121static void
2336void remove_unpaid_objects(object *op, object *env) 2122drop_unpaid_items (object *op, object *env)
2337{ 2123{
2338 object *next;
2339
2340 while (op) { 2124 while (op)
2125 {
2341 next=op->below; /* Make sure we have a good value, in case 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2127
2343 */ 2128 if (op->flag [FLAG_UNPAID])
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2129 op->insert_at (env);
2345 remove_ob(op); 2130 else if (op->inv)
2346 op->x = env->x; 2131 drop_unpaid_items (op->inv, env);
2347 op->y = env->y; 2132
2348 if (env->type == PLAYER)
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; 2133 op = next;
2354 } 2134 }
2355} 2135}
2356 2136
2357 2137void
2358/* 2138object::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{ 2139{
2367 static char buf2[MAX_BUF]; 2140 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2141 ::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} 2142}
2394 2143
2395 2144void
2396
2397void do_some_living(object *op) { 2145do_some_living (object *op)
2146{
2398 int last_food=op->stats.food; 2147 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2149 int over_hp, over_sp, over_grace;
2401 int i; 2150 int i;
2402 int rate_hp = 1200; 2151 int rate_hp = 1200;
2403 int rate_sp = 2500; 2152 int rate_sp = 2500;
2404 int rate_grace = 2000; 2153 int rate_grace = 2000;
2405 const int max_hp = 1; 2154 const int max_hp = 1;
2406 const int max_sp = 1; 2155 const int max_sp = 1;
2407 const int max_grace = 1; 2156 const int max_grace = 1;
2408 2157
2409 if (op->contr->outputs_sync) { 2158 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2159 {
2411 if (op->contr->outputs[i].buf!=NULL && 2160 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2161 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2162 * depending on the value of invisible, so we need to
2163 * alternate it here for it to work correctly.
2164 */
2165 if (pticks & 2)
2166 op->invisible--;
2414 } 2167 }
2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2169 {
2170 if (!op->invisible--)
2171 {
2172 make_visible (op);
2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2174 }
2175 }
2415 2176
2416 if(op->contr->state==ST_PLAYING) { 2177 if (op->contr->ns->state == ST_PLAYING)
2417 2178 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2179 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2180 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2181 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2182 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2183 else
2184 {
2423 gen_hp = op->stats.maxhp; 2185 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2186 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2187 }
2188
2426 if(op->contr->gen_sp >= 0 ) 2189 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2190 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2191 else
2192 {
2429 gen_sp = op->stats.maxsp; 2193 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2194 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2195 }
2196
2432 if(op->contr->gen_grace >= 0) 2197 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2198 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2199 else
2200 {
2435 gen_grace = op->stats.maxgrace; 2201 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2202 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 } 2203 }
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 2204
2473 /* Regenerate Grace */ 2205 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2206 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2207 if (--op->last_grace < 0)
2208 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2209 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2210 op->stats.grace++; /* no penalty in food for regaining grace */
2211
2478 if(max_grace>1) { 2212 if (max_grace > 1)
2213 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2214 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2215 if (over_grace > 0)
2216 {
2481 op->stats.sp += over_grace 2217 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; 2218 + (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; 2219 op->last_grace = 0;
2220 }
2484 } else { 2221 else
2222 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2223 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2224 }
2486 } 2225 }
2487 } else { 2226 else
2227 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2228 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2229 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2230 /* 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 } 2231 }
2506 } 2232
2507 if(max_hp>1) { 2233 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 } 2234 {
2516 } else { 2235 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2236 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2237 {
2519 } 2238 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2239
2521 /* Digestion */ 2240 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2241 {
2523#ifdef COZY_SERVER 2242 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 2243
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 */ 2244 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2245 if (!op->flag [FLAG_WIZ])
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)) {
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; 2246 {
2247 op->stats.food--;
2248
2249 if (op->contr->digestion < 0)
2250 op->stats.food += op->contr->digestion;
2251 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2252 op->stats.food = last_food;
2253 }
2551 } 2254 }
2255
2256 if (max_sp > 1)
2257 {
2258 over_sp = (gen_sp + 10) / rate_sp;
2259 if (over_sp > 0)
2260 {
2261 if (op->stats.sp < op->stats.maxsp)
2262 {
2263 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2264
2265 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2266 op->stats.sp--;
2267
2268 if (op->stats.sp > op->stats.maxsp)
2269 op->stats.sp = op->stats.maxsp;
2270 }
2271
2272 op->last_sp = 0;
2273 }
2274 else
2275 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2276 }
2277 else
2278 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2279 }
2280
2281 /* Regenerate Hit Points */
2282 if (--op->last_heal < 0)
2283 {
2284 if (op->stats.hp < op->stats.maxhp)
2285 {
2286 op->stats.hp++;
2287
2288 /* dms do not consume food */
2289 if (!op->flag [FLAG_WIZ])
2290 {
2291 op->stats.food--;
2292
2293 if (op->contr->digestion < 0)
2294 op->stats.food += op->contr->digestion;
2295 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2296 op->stats.food = last_food;
2297 }
2298 }
2299
2300 if (max_hp > 1)
2301 {
2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2311 }
2312 else
2313 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2314 }
2315 }
2316
2317 /* Digestion */
2318 if (--op->last_eat < 0)
2319 {
2320 int bonus = max (0, op->contr->digestion),
2321 penalty = max (0, -op->contr->digestion);
2322
2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2324
2325 /* dms do not consume food */
2326 if (!op->flag [FLAG_WIZ])
2327 op->stats.food--;
2328 }
2329
2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2331 {
2332 object *flesh = 0;
2333
2334 for_inv_removable (op, tmp)
2335 {
2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2340 {
2341 op->statusmsg ("You blindly grab for a bite of food. "
2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2343 op->apply (tmp);
2344
2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2346 break;
2347 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2348 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2349 flesh = tmp;
2554 } /* end of for loop */ 2350 }
2351
2555 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2353 * eat flesh instead.
2557 */ 2354 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2355 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."); 2356 {
2560 manual_apply(op,flesh,0); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2359 op->apply (flesh);
2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2561 } 2369 {
2562 } /* end if player is starving */ 2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2563 2372
2564 while(op->stats.food<0&&op->stats.hp>0) 2373 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2566 2379
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2380 /* killer should be set here already */
2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2568 kill_player(op); 2382 kill_player (op);
2383 }
2569} 2384}
2570
2571
2572 2385
2573/* If the player should die (lack of hp, food, etc), we call this. 2386/* 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 2387 * 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 2388 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2389 * file.
2577 */ 2390 */
2391void
2578void kill_player(object *op) 2392kill_player (object *op)
2579{ 2393{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2394 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2395 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; 2396 int will_kill_again;
2589 archetype *at; 2397 archetype *at;
2590 object *tmp; 2398 object *tmp;
2591 2399
2592 if(save_life(op)) 2400 if (save_life (op))
2593 return; 2401 return;
2594 2402
2403 dynbuf_text deathtab;
2595 2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2438
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* 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. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2442 */
2600 if (op_on_battleground(op, &x, &y)) { 2443 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2444 {
2602 "You have been defeated in combat!"); 2445 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 2446
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 */ 2447 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2629 if (tmp != NULL) 2449
2630 { 2450 tmp->name = format ("%s's finger" , &op->name);
2631 sprintf(buf,"%s's finger",op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2632 tmp->name = add_string(buf); 2452 tmp->msg = format (
2633 sprintf(buf," This finger has been cut off %s\n" 2453 "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", 2454 &op->name, op->contr->title,
2635 op->name, op->contr->title, (int)(op->level), 2455 (int)op->level,
2636 op->contr->killer); 2456 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 2457 );
2458 tmp->value = 0, tmp->type = 0;
2459 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp);
2461
2644 /* teleport defeated player to new destination*/ 2462 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2467 return;
2648 } 2468 }
2649 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2650 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2651 2474
2652 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2653 2476
2654 if(op->stats.food<0) { 2477 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 2478
2675 /* save the map location for corpse, gravestone*/ 2479 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2480 x = op->x;
2481 y = op->y;
2482 map = op->map;
2677 2483
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2484 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2485 * 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. 2486 * See the config.h file for a little more in depth detail about this.
2683 */ 2487 */
2684 2488
2685 /* Basically two ways to go - remove a stat permanently, or just 2489 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2490 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2491 * of death.
2688 */ 2492 */
2689#ifndef COZY_SERVER 2493#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2494 if (settings.balanced_stat_loss)
2495 {
2691 /* If stat loss is permanent, lose one stat only. */ 2496 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2497 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2498 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2499 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2500 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2501 little bit harder. */
2697 /* GD */ 2502 /* GD */
2698 if (settings.stat_loss_on_death) 2503 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; 2504 num_stats_lose = 1;
2704 } 2505 else
2506 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2507 }
2508 else
2509 num_stats_lose = 1;
2510
2705 lost_a_stat = 0; 2511 lost_a_stat = 0;
2706 2512
2707 for (z=0; z<num_stats_lose; z++) { 2513 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2514 {
2515 i = rndm (NUM_STATS);
2709 2516
2710 if (settings.stat_loss_on_death) { 2517 if (settings.stat_loss_on_death)
2518 {
2711 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2520 * what he lost.
2713 */ 2521 */
2714 change_attr_value(&(op->stats), i,-1); 2522 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2523 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2524 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2525 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2526 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2527 lost_a_stat = 1;
2720 } else { 2528 }
2529 else
2530 {
2721 /* deplete a stat */ 2531 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2533 object *dep;
2534
2535 dep = present_arch_in_ob (deparch, op);
2536 if (!dep)
2724 2537 {
2725 dep = present_arch_in_ob(deparch,op); 2538 dep = deparch->instance ();
2726 if(!dep) {
2727 dep = arch_to_object(deparch);
2728 insert_ob_in_ob(dep, op); 2539 insert_ob_in_ob (dep, op);
2729 } 2540 }
2730 lose_this_stat = 1; 2541 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2732 /* GD */ 2544 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2545 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2546 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2547 if (this_stat < 0)
2548 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2549 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2550 int keep_chance = this_stat * this_stat;
2551
2738 /* Yes, I am paranoid. Sue me. */ 2552 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2553 if (keep_chance < 1)
2740 keep_chance = 1; 2554 keep_chance = 1;
2741 2555
2742 /* There is a maximum depletion total per level. */ 2556 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558 {
2744 lose_this_stat = 0; 2559 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2560 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2561 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 } 2562 }
2756 } 2563 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 */ 2564 {
2766 if (this_stat>=-50) { 2565 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; 2566 lose_this_stat = 0;
2567 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2568 this_stat, keep_chance, loss_chance,
2569 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2570 }
2773 } 2571 }
2774 } 2572 }
2775 } 2573
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2574 if (lose_this_stat)
2778 { 2575 {
2779 /* determine_god() seems to not work sometimes... why is this? 2576 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2577 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2578 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2579 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2580 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2581 * difference.
2785 " you.", god); 2582 */
2583 if (this_stat >= -50)
2786 else 2584 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2585 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2586 dep->set_flag (FLAG_APPLIED);
2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2588 op->update_stats ();
2589 lost_a_stat = 1;
2590 }
2789 } 2591 }
2592 }
2593 }
2594
2595 /* If no stat lost, tell the player. */
2596 if (!lost_a_stat)
2597 {
2598 /* determine_god() seems to not work sometimes... why is this?
2599 Should I be using something else? GD */
2600 shstr_tmp god = determine_god (op);
2601
2602 if (god != shstr_none)
2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2604 else
2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2606 }
2607#else
2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2609#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 2610
2794 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2612 * exp loss on the stone.
2796 */ 2613 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2798 sprintf(buf,"%s's gravestone",op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2617 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); 2618 &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; 2619 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2621
2811 /**************************************/ 2622 /**************************************/
2812 /* */ 2623 /* */
2813 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2625 /* */
2817 /**************************************/ 2626 /**************************************/
2818 2627
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)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2629 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 2630
2845 /* 2631 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2632 * 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 2633 * and put them back in the map.
2848 * in the map. 2634 */
2849 */ 2635 op->drop_unpaid_items ();
2850 2636
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2637 /****************************************/
2855 /* */ 2638 /* */
2856 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2858 /* */ 2641 /* */
2859 /****************************************/ 2642 /****************************************/
2860 2643
2861 enter_player_savebed(op); 2644 enter_player_savebed (op);
2862 2645
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2646 op->contr->braced = 0;
2867 save_player(op,1);
2868 2647
2869 /* it is possible that the player has blown something up 2648 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2649 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2650 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2651 * on the space that might harm the player.
2873 */ 2652 */
2874 will_kill_again=0; 2653 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2654 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2655 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2656 will_kill_again |= tmp->attacktype;
2878 } 2657
2879 if (will_kill_again) { 2658 if (will_kill_again)
2659 {
2880 object *force; 2660 object *force;
2881 int at; 2661 int at;
2882 2662
2883 force=get_archetype(FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2665 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2666 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2667 force->set_flag (FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2668 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2669 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2670 force->resist[at] = 100;
2671
2672 insert_ob_in_ob (force, op);
2673 op->update_stats ();
2674 }
2675
2676 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677}
2678
2679static void
2680loot_object (object *op)
2681{ /* Grab and destroy some treasure */
2682 object *tmp, *tmp2, *next;
2683
2684 op->close_container (); /* close open sack first */
2685
2686 for (tmp = op->inv; tmp; tmp = next)
2687 {
2688 next = tmp->below;
2689
2690 if (tmp->invisible)
2691 continue;
2692
2693 tmp->remove ();
2694 tmp->x = op->x, tmp->y = op->y;
2695
2696 if (tmp->type == CONTAINER)
2697 loot_object (tmp); /* empty container to ground */
2698
2699 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2700 {
2701 if (tmp->nrof > 1)
2702 {
2703 tmp->decrease (rndm (1, tmp->nrof - 1));
2704 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2705 }
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 { 2706 else
2950 delete_character(op->name,1); 2707 tmp->destroy ();
2951 } 2708 }
2952 } 2709 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); 2710 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 } 2711 }
2997} 2712}
2998 2713
2999/* 2714/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2715 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2716 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2717 * was changed.
3003 */ 2718 */
2719void
2720fix_weight ()
2721{
2722 for_all_players (pl)
2723 {
2724 sint32 old = pl->ob->carrying;
3004 2725
3005void fix_weight(void) { 2726 pl->ob->update_weight ();
3006 player *pl; 2727
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2728 if (old != pl->ob->carrying)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2729 {
3009 if(old == sum) 2730 pl->ob->update_stats ();
3010 continue; 2731 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3011 fix_player(pl->ob); 2732 }
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3013 pl->ob->name, old, sum);
3014 } 2733 }
3015} 2734}
3016 2735
3017void fix_luck(void) { 2736void
3018 player *pl; 2737fix_luck ()
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2738{
2739 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2740 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2741 pl->ob->change_luck (0);
3022} 2742}
3023
3024 2743
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2744/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2745 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2746 * just treat this as any other spell casting object.
3028 */ 2747 */
3029
3030void 2748void
3031cast_dust (object * op, object * throw_ob, int dir) 2749cast_dust (object *op, object *throw_ob, int dir)
3032{ 2750{
3033 object *skop, *spob; 2751 object *skop, *spob;
3034 2752
3035 skop = find_skill_by_name (op, throw_ob->skill); 2753 skop = find_skill_by_name (op, throw_ob->skill);
3036 2754
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2755 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2756 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2757 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2758 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2759 return;
3043 } 2760 }
3044 2761
3045 spob = throw_ob->inv; 2762 spob = throw_ob->inv;
3046 2763
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2764 // 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 2765 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2766 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2767 if (!spob)
3051 { 2768 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2769 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; 2770 return;
3055 } 2771 }
3056 2772
3057 if (op->type == PLAYER) 2773 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2774 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2775
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2776 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2777
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2778 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2779}
3066 2780
2781void
3067void make_visible (object *op) { 2782make_visible (object *op)
3068 op->hide = 0; 2783{
2784 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2785 op->invisible = 0;
2786
3070 if(op->type==PLAYER) { 2787 if (op->type == PLAYER)
2788 {
3071 op->contr->tmp_invis = 0; 2789 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2790 op->contr->invis_race = 0;
3073 } 2791 }
2792
3074 update_object(op,UP_OBJ_FACE); 2793 update_object (op, UP_OBJ_CHANGE);
3075} 2794}
3076 2795
2796int
3077int is_true_undead(object *op) { 2797is_true_undead (object *op)
3078 object *tmp=NULL; 2798{
3079 2799 if (op->arch->flag [FLAG_UNDEAD])
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2800 return 1;
3081 2801
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; 2802 return 0;
3087} 2803}
3088 2804
3089/* look at the surrounding terrain to determine 2805/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2806 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2807 * indicate greater hideability.
3092 */ 2808 */
3093 2809int
3094int hideability(object *ob) { 2810hideability (object *ob)
2811{
3095 int i,level=0, mflag; 2812 int i, level = 0, mflag;
3096 sint16 x,y; 2813 sint16 x, y;
3097 2814
3098 if(!ob||!ob->map) return 0; 2815 if (!ob || !ob->map)
2816 return 0;
3099 2817
3100 /* so, on normal lighted maps, its hard to hide */ 2818 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2819 level = ob->map->darklevel () - 2;
3102 2820
3103 /* this also picks up whether the object is glowing. 2821 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2822 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2823 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2824 if (ob->has_carried_lights ())
2825 level = -(10 + (2 * ob->map->darklevel ()));
3107 2826
3108 /* scan through all nearby squares for terrain to hide in */ 2827 /* 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]) { 2828 for (i = 0, x = ob->x, y = ob->y;
2829 i <= SIZEOFFREE1;
2830 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2831 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2832 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2833 if (mflag & P_OUT_OF_MAP)
2834 continue;
2835
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2836 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2837 level += 2;
3114 else /* open terrain! */ 2838 else /* open terrain! */
3115 level -= 1; 2839 level -= 1;
3116 } 2840 }
3117 2841
3118#if 0 2842#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2843 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2844#endif
3121 return level; 2845 return level;
3122} 2846}
3123 2847
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2848/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2849 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2850 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2851 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2852 */
3129 2853void
3130void do_hidden_move (object *op) { 2854do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2855{
3132 object *skop; 2856 int hide = 0;
3133 2857
3134 if(!op || !op->map) return; 2858 if (!op || !op->map)
2859 return;
3135 2860
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2861 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2862 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2863
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2864 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2865 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2866 if (!skop || num >= skop->level)
2867 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2868 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); 2869 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2870 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2871 }
2872 else
2873 num += 20;
2874
2875 num += op->map->difficulty;
2876 hide = hideability (op); /* modify by terrain hidden level */
2877 num -= hide;
2878
2879 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2880 {
2881 make_visible (op);
2882
2883 if (op->type == PLAYER)
2884 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2885 }
3154 else if (op->type == PLAYER && skop) { 2886 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2887 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2888}
3158 2889
3159/* determine if who is standing near a hostile creature. */ 2890/* determine if who is standing near a hostile creature. */
3160 2891
2892int
3161int stand_near_hostile( object *who ) { 2893stand_near_hostile (object *who)
2894{
3162 object *tmp=NULL; 2895 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2896 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2897 maptile *m;
3165 sint16 x,y; 2898 sint16 x, y;
3166 2899
3167 if(!who) return 0; 2900 if (!who)
2901 return 0;
3168 2902
3169 if(who->type==PLAYER) player=1; 2903 if (who->type == PLAYER)
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2904 player = 1;
3171 2905
2906 else
2907 friendly = who->flag [FLAG_FRIENDLY];
2908
3172 /* search adjacent squares */ 2909 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 2910 for (i = 1; i < 9; i++)
2911 {
3174 x = who->x+freearr_x[i]; 2912 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 2913 y = who->y + freearr_y[i];
3176 m = who->map; 2914 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 2915 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 2916 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 2917 * blocked, don't need to check this space.
3180 */ 2918 */
3181 if (mflags & P_OUT_OF_MAP) continue; 2919 if (mflags & P_OUT_OF_MAP)
2920 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2921 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 2922 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2923
3185 if((player||friendly) 2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2925 {
2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2927 return 1;
2928 else if (tmp->type == PLAYER)
2929 {
2930 /*don't let a hidden DM prevent you from hiding */
2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3187 return 1; 2932 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 } 2933 }
3194 } 2934 }
3195 } 2935 }
3196 return 0; 2936 return 0;
3197} 2937}
3198 2938
3199/* check the player los field for viewability of the 2939/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2940 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2941 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2942 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2943 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2944 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2945 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2946 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2947 * 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. 2948 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2949 * -b.t.
3210 * This function is now map tiling safe. 2950 * This function is now map tiling safe.
3211 */ 2951 */
3212 2952int
3213int player_can_view (object *pl,object *op) { 2953player_can_view (object *pl, object *op)
2954{
3214 rv_vector rv; 2955 rv_vector rv;
3215 int dx,dy; 2956 int dx, dy;
3216 2957
3217 if(pl->type!=PLAYER) { 2958 if (pl->type != PLAYER)
2959 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 2960 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 2961 return -1;
3220 } 2962 }
3221 if (!pl || !op) return 0;
3222 2963
3223 if(op->head) { op = op->head; } 2964 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; 2965 return 0;
3247}
3248 2966
3249/* routine for both players and monsters. We call this when 2967 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 2968
3251 * place or invisiblity spell. Artefact invisiblity is not 2969 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 2970
3253 * return 0. 2971 /* starting with the 'head' part, lets loop
2972 * through the object and find if it has any
2973 * part that is in the los array but isn't on
2974 * a blocked los square.
2975 * we use the archetype to figure out offsets.
3254 */ 2976 */
3255int action_makes_visible (object *op) { 2977 while (op)
2978 {
2979 dx = rv.distance_x + op->arch->x;
2980 dy = rv.distance_y + op->arch->y;
3256 2981
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2982 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; 2983 return 1;
3267 } 2984
2985 op = op->more;
3268 } 2986 }
2987
3269 return 0; 2988 return 0;
3270} 2989}
3271 2990
3272/* op_on_battleground - checks if the given object op (usually 2991/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 2992 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 2993 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 2994 * -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 2995 * 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 2996 * 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 2997 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 2998 */
2999int
3280int op_on_battleground (object *op, int *x, int *y) { 3000op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3001{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3002 /* 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), 3003 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3004 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3005 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3006 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3007 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3008 for (object *tmp = op->below; tmp; tmp = tmp->below)
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3009 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3010 if (tmp->flag [FLAG_IS_FLOOR])
3292 strcmp(tmp->name, "battleground")==0 && 3011 {
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3012 if (tmp->flag [FLAG_NO_PICK]
3013 && tmp->type == BATTLEGROUND
3014 && tmp->name == shstr_battleground
3015 && EXIT_X (tmp) && EXIT_Y (tmp))
3016 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3017 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3018 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) { 3019 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3020 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3021 {
3300 if (x != NULL && y != NULL) 3022 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3023 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3024
3302 return 1; 3025 return 1;
3303 }
3304 } 3026 }
3305 } 3027
3306 if (x != NULL && y != NULL) 3028 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3029 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3030
3308 return 1; 3031 return 1;
3032 }
3309 } 3033 }
3310 }
3311 } 3034 }
3035
3312 /* If we got here, did not find a battleground */ 3036 /* If we got here, did not find a battleground */
3313 return 0; 3037 return 0;
3314} 3038}
3315 3039
3316/* 3040/*
3320 * attributes: 3044 * attributes:
3321 * object *who the dragon player 3045 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3046 * int atnr the attack-number of the ability focus
3323 * int level ability level 3047 * int level ability level
3324 */ 3048 */
3049void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3050dragon_ability_gain (object *who, int atnr, int level)
3051{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3052 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3053 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3054 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3055 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3056 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3057 int i = 0, j = 0;
3332 3058
3333 /* get the appropriate treasurelist */ 3059 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3060 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3061 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3062 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3063 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3064 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3065 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3066 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3067 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3068
3343 if (trlist == NULL || who->type != PLAYER) 3069 if (trlist == NULL || who->type != PLAYER)
3070 return;
3071
3072 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3073
3074 if (!tr || !tr->item)
3075 {
3076 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3077 return;
3078 }
3079
3080 /* everything seems okay - now bring on the gift: */
3081 item = tr->item;
3082
3083 if (item->type == SPELL)
3084 {
3085 if (check_spell_known (who, item->name))
3344 return; 3086 return;
3345 3087
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3088 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3089 do_learn_spell (who, item, 0);
3348 3090 return;
3349 if (tr == NULL || tr->item == NULL) { 3091 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3092
3093 /* grant direct spell */
3094 if (item->type == SPELLBOOK)
3095 {
3096 if (!item->inv)
3097 {
3098 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3099 return;
3100 }
3101 if (check_spell_known (who, item->inv->name))
3351 return; 3102 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) { 3103 if (item->invisible)
3104 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3105 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); 3106 do_learn_spell (who, item->inv, 0);
3378 return; 3107 return;
3379 } 3108 }
3380 } 3109 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3110 else if (item->type == SKILL_TOOL && item->invisible)
3111 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3112 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3113 {
3383 3114
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3115 /* 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 3116 * 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, 3117 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3118 * but not all of them, he gets nothing.
3388 */ 3119 */
3389 if (!(skop->attacktype & item->attacktype)) { 3120 if (!(skop->attacktype & item->attacktype))
3121 {
3390 /* Give new attacktype */ 3122 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3123 skop->attacktype |= item->attacktype;
3392 3124
3393 /* always add physical if there's none */ 3125 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3126 skop->attacktype |= AT_PHYSICAL;
3395 3127
3396 if (item->msg != NULL) 3128 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3129 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3130
3399 /* Give player new face */ 3131 /* Give player new face */
3400 if (item->animation_id) { 3132 if (item->animation_id)
3133 {
3401 who->face = skop->face; 3134 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3135 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3136 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3137 who->last_anim = 0;
3405 who->state = 0; 3138 who->state = 0;
3406 animate_object(who, who->direction); 3139 animate_object (who, who->direction);
3407 } 3140 }
3408 } 3141 }
3409 } 3142 }
3410 } 3143 }
3411 else if (item->type == FORCE) { 3144 else if (item->type == FORCE)
3145 {
3412 /* forces in the treasurelist can alter the player's stats */ 3146 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3147 object *skin;
3148
3414 /* first get the dragon skin force */ 3149 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3150 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3151 ;
3417 if (skin == NULL) return; 3152
3418 3153 if (!skin)
3154 return;
3155
3419 /* adding new spellpath attunements */ 3156 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3157 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3158 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3159 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3160
3423 /* print message */ 3161 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3162 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3163 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3164 {
3426 if(item->path_attuned & (1<<i)) { 3165 if (item->path_attuned & (1 << i))
3166 {
3427 if (j) 3167 if (j)
3428 strcat(buf," and "); 3168 strcat (buf, " and ");
3429 else 3169 else
3430 j = 1; 3170 j = 1;
3431 strcat(buf, spellpathnames[i]); 3171 strcat (buf, spellpathnames[i]);
3432 } 3172 }
3433 } 3173 }
3174
3434 strcat(buf,"."); 3175 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3176 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3177 }
3437 3178
3438 /* evtl. adding flags: */ 3179 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3180 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG(skin, FLAG_XRAYS); 3181 skin->set_flag (FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3182 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG(skin, FLAG_STEALTH); 3183 skin->set_flag (FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3184 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3185 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3186
3446 /* print message if there is one */ 3187 /* print message if there is one */
3447 if (item->msg != NULL) 3188 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3189 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3190 }
3191 else
3449 } 3192 {
3450 else {
3451 /* generate misc. treasure */ 3193 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3194 tmp = tr->item->instance ();
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3195 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); 3196 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3197 }
3458} 3198}
3459 3199
3460/** 3200//-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 3201
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3202sint8
3468 if (pl->ranges[i] == ob) { 3203player::darkness_at (maptile *map, int x, int y) const
3469 pl->ranges[i] = NULL; 3204{
3470 if (pl->shoottype == i) { 3205 if (!ns)
3471 pl->shoottype = range_none; 3206 return LOS_BLOCKED;
3472 } 3207
3473 } 3208 int dx, dy;
3474 } 3209 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3210 return LOS_BLOCKED;
3211
3212 x += dx - ns->current_x;
3213 y += dy - ns->current_y;
3214
3215 return blocked_los (x, y);
3475} 3216}
3217
3218void
3219player::infobox (const char *title, const char *msg, int color)
3220{
3221 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3222}
3223
3224void
3225player::statusmsg (const char *msg, int color)
3226{
3227 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3228}
3229
3230void
3231player::failmsg (const char *msg, int color)
3232{
3233 play_sound (sound_find ("generic_failure"));
3234 statusmsg (msg, color);
3235}
3236
3237void
3238object::failmsgf (const char *format, ...)
3239{
3240 if (!contr)
3241 return;
3242
3243 va_list ap;
3244 va_start (ap, format);
3245 contr->failmsg (vformat (format, ap));
3246 va_end (ap);
3247}
3248
3249void
3250player::failmsgf (const char *format, ...)
3251{
3252 va_list ap;
3253 va_start (ap, format);
3254 failmsg (vformat (format, ap));
3255 va_end (ap);
3256}
3257

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