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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 1.299 by root, Sat Sep 16 21:55:51 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
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}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
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->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
234 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 211 * we deal with that below this point.
236 */ 212 */
237 p->party=NULL; 213 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 216
243#ifdef AUTOSAVE 217 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 218
245#endif 219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
246 238 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
242 ob->destroy ();
248 243 }
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 */
257 244
258 roll_stats(op); 245 ob = observe = viewpoint = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 246}
300 247
301 248player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 249{
305 strcpy(op->contr->maplevel, first_map_path); 250 /* Clear item stack */
306 op->x = -1; 251 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310
311/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315
316int add_player(NewSocket *ns) {
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 252}
340 253
341/* 254/*
342 * get_player_archetype() return next player archetype from archetype 255 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 256 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 257 * Note: there MUST be at least one player archetype!
345 */ 258 */
259static archetype *
346archetype *get_player_archetype(archetype* at) 260get_player_archetype (archetype *at)
347{ 261{
348 archetype *start = at; 262 // archetypes could have been reloaded
263 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
264
265 if (!nat)
266 return at;
267
268 archvec::iterator i = archetypes.find (nat);
269
349 for (;;) { 270 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 } 271 {
361} 272 if (++i == archetypes.end ())
273 i = archetypes.begin ();
274 else if (*i == at)
275 cleanup ("not a single player archetype found");
362 276
277 if ((*i)->type == PLAYER)
278 return *i;
279 }
280}
363 281
282/* Tries to add player on the connection passed in ns.
283 * All we can really get in this is some settings like host and display
284 * mode.
285 */
286player *
287player::create ()
288{
289 player *pl = new player;
290
291 pl->set_object (get_player_archetype (0)->instance ());
292
293 pl->ob->roll_stats ();
294 pl->ob->stats.wc = 2;
295 pl->ob->run_away = 25; /* Then we panick... */
296
297 set_first_map (pl->ob);
298
299 return pl;
300}
301
302object *
364object *get_nearest_player(object *mon) { 303get_nearest_player (object *mon)
304{
365 object *op = NULL; 305 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 306 objectlink *ol;
368 unsigned lastdist; 307 unsigned lastdist;
369 rv_vector rv; 308 rv_vector rv;
370 309
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 310 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 311 {
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)) 312 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 313 continue;
398 314
399 if(lastdist>rv.distance) { 315 if (lastdist > rv.distance)
316 {
400 op=ol->ob; 317 op = ol->ob;
401 lastdist=rv.distance; 318 lastdist = rv.distance;
402 } 319 }
403 } 320 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 321
322 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 323 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 324 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 325 {
412 } 326 op = pl->ob;
327 lastdist = rv.distance;
328 }
329
413#if 0 330#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 331 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 332#endif
416 return op; 333 return op;
417} 334}
418 335
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* 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 337 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
422 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
423 * the deviation is 340 * the deviation is
424 */ 341 */
425#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
435 * circling behaviour. Unfortunately, this function is also used to determined 352 * 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 353 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 354 * is probably not a good thing.
438 */ 355 */
439#define MAX_SPACES 50 356#define MAX_SPACES 50
440
441 357
442/* 358/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 359 * 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 360 * 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 361 * 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. 374 * 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, 375 * 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 376 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 377 * is blocking itself.
462 */ 378 */
379int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 380path_to_player (object *mon, object *pl, unsigned mindiff)
381{
464 rv_vector rv; 382 rv_vector rv;
465 sint16 x,y; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap;
468 384
469 get_rangevector(mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
470 386
471 if (rv.distance<mindiff) return 0; 387 if (rv.distance < mindiff)
388 return 0;
472 389
473 x=mon->x; 390 mapxy pos (mon);
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction; 391 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 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); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
479 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 396 if (diff > max)
397 return 0;
398
481 while (diff >1 && max>0) { 399 while (diff > 1 && max > 0)
482 lastx = x; 400 {
483 lasty = y; 401 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);
490 402
403 pos.move (dir);
404
491 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 406 if (!pos.normalise ()
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
409 {
494 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
496 */ 412 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
498 if (rv.direction != dir) { 414 if (rv.direction != dir)
415 {
499 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 417 * the values so it will try again.
501 */ 418 */
502 x = lastx;
503 y = lasty;
504 m = lastmap; 419 pos = lastpos;
505 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
421 }
506 } else { 422 else
423 {
507 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
508 * either the left or right. 425 * either the left or right.
509 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 428 * 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 429 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 430 * stepping back and forth
514 */ 431 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
433 {
434 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
517 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 438 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 442 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 443 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 445 * the last direction the creature has successfully
526 * moved. 446 * moved.
527 */ 447 */
448 pos = lastpos;
449 pos.move (absdir (lastdir + i));
450
451 if (!pos.normalise ())
452 continue;
453
454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
457 continue;
458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
460 continue;
461
462 if (blocked_link (mon, pos.m, pos.x, pos.y))
528 463 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 } 464 }
465
540 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
542 */ 468 */
543 if (i==(DETOUR_AMOUNT+1)) 469 if (i == DETOUR_AMOUNT + 1)
544 return 0; 470 return 0;
471
545 diff--; 472 diff--;
546 lastdir=dir; 473 lastdir = dir;
547 max--; 474 max--;
548 if (!firstdir) firstdir = dir+i; 475 if (!firstdir)
476 firstdir = dir + i;
549 } /* else check alternate directions */ 477 } /* else check alternate directions */
550 } /* if blocked */ 478 } /* if blocked */
551 else { 479 else
480 {
552 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
553 diff--; 482 diff--;
554 max--; 483 max--;
555 lastdir=dir; 484 lastdir = dir;
485
486 if (!firstdir)
556 if (!firstdir) firstdir = dir; 487 firstdir = dir;
488 }
489
490 if (diff <= 1)
557 } 491 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 493 * headed toward player for entire distance.
561 */ 494 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 495 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); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 497 }
565 if (diff>max) return 0; 498
499 if (diff > max)
500 return 0;
566 } 501 }
502
567 /* If we reached the max, didn't find a direction in time */ 503 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 504 if (!max)
505 return 0;
569 506
570 return firstdir; 507 return firstdir;
571} 508}
572 509
510void
573void give_initial_items(object *pl,treasurelist *items) { 511give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 512{
575
576 if(pl->randomitems!=NULL) 513 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 514 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 515
579 for (op=pl->inv; op; op=next) { 516 for (object *next, *op = pl->inv; op; op = next)
517 {
580 next = op->below; 518 next = op->below;
581 519
582 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 522 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
586 SET_FLAG(op,FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
587 525
588 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 527 * by this player due to race restrictions
590 */ 528 */
591 if (pl->type == PLAYER) { 529 if (pl->type == PLAYER)
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 530 {
531 if ((!pl->flag [FLAG_USE_ARMOUR]
532 &&
593 (op->type == ARMOUR || op->type == BOOTS || 533 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 534 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 535 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 536 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 538 {
602 } 539 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; 540 continue;
622 } 541 }
623 if (op->nrof > 1) op->nrof = 1; 542 }
543
544 /* Here we remove duplicated skills (as duplicated spell objects have
545 * _very_ confusing effects for players), which could for instance be
546 * generated by multiple treasurelists specifying the same skills.
547 */
548 if (op->type == SKILL)
624 } 549 {
550 for (object *tmp = op->below; tmp; tmp = tmp->below)
551 if (tmp->type == op->type && tmp->name == op->name)
552 {
553 op->destroy ();
554 break;
555 }
625 556
557 if (op->nrof > 1)
558 op->nrof = 1;
559 }
560
626 if (op->type == SPELLBOOK && op->inv) { 561 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 562 op->inv->clr_flag (FLAG_STARTEQUIP);
628 }
629 563
630 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 565 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 566 * merged properly.
633 */ 567 */
634 if (need_identify(op)) { 568 if (op->need_identify ())
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 569 {
570 op->set_flag (FLAG_IDENTIFIED);
571 op->clr_flag (FLAG_CURSED);
572 op->clr_flag (FLAG_DAMNED);
573 }
574
639 if(op->type==SPELL) { 575 if (op->type == SPELL)
640 remove_ob(op); 576 {
641 free_object(op); 577 op->destroy ();
642 continue; 578 continue;
579 }
580 else if (op->type == SKILL)
643 } 581 {
644 else if(op->type==SKILL) { 582 op->set_flag (FLAG_CAN_USE_SKILL);
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 583 op->stats.exp = 0;
647 op->level = 1; 584 op->level = 1;
648 } 585 }
649 /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 587 op->set_flag (FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
652 589
653 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
654 link_player_skills(pl); 591 pl->contr->link_skills ();
655} 592}
656 593
657void get_name(object *op) { 594void
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) { 595get_party_password (object *op, partylist *party)
596{
734 if (party == NULL) { 597 if (party == NULL)
598 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 599 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 600 return;
737 } 601 }
602
738 op->contr->write_buf[0]='\0'; 603 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 604 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 605 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 606 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 607}
743
744 608
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 609/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 610static int
611roll_stat ()
612{
747 int a[4],i,j,k; 613 int a[4], i, j, k;
748 614
749 for(i=0;i<4;i++) 615 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 616 a[i] = rndm (1, 6);
751 617
752 for(i=0,j=0,k=7;i<4;i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 619 if (a[i] < k)
754 k=a[i],j=i; 620 k = a[i], j = i;
755 621
756 for(i=0,k=0;i<4;i++) { 622 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 623 if (i != j)
758 k+=a[i]; 624 k += a[i];
759 } 625
760 return k; 626 return k;
761} 627}
762 628
763void roll_stats(object *op) { 629void
630object::roll_stats ()
631{
632 int statsort [NUM_STATS];
633
634 for (;;)
635 {
764 int sum=0; 636 int sum = 0;
765 int i = 0, j = 0; 637 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 638 sum += statsort [i] = roll_stat ();
767 639
768 do { 640 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 641 break;
770 op->stats.Dex=roll_stat(); 642 }
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);
780 643
781 /* Sort the stats so that rerolling is easier... */ 644 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 645 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;
789 646
790 /* a quick and dirty bubblesort? */ 647 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]; 648 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];
809 649
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; 650 stats.exp = 0;
821 op->stats.ac=0; 651 stats.ac = 0;
822 652
653 stats.hp = stats.maxhp;
654 stats.sp = stats.maxsp;
655 stats.grace = stats.maxgrace;
656
657 if (contr)
658 {
823 op->contr->levhp[1] = 9; 659 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 660 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 661 contr->levgrace[1] = 3;
826 662
827 fix_player(op); 663 contr->orig_stats = stats;
664 }
665}
666
667void
668object::swap_stats (int a, int b)
669{
670 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
671
672 for (int i = 0; i < NUM_STATS; ++i)
673 stats.stat (i) = contr->orig_stats.stat (i);
674
675 //TODO: the following code looks so borked and should, at the very least,
676 // be merged with the similar code in roll_stats
677 stats.ac = 0;
678
679 level = 1;
680 stats.exp = 0;
681 stats.ac = 0;
682
828 op->stats.hp = op->stats.maxhp; 683 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 684 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 685 stats.grace = stats.maxgrace;
686
687 if (contr)
688 {
689 contr->levhp[1] = 9;
690 contr->levsp[1] = 6;
691 contr->levgrace[1] = 3;
692
831 op->contr->orig_stats=op->stats; 693 contr->orig_stats = stats;
694 }
832} 695}
833 696
834void Roll_Again(object *op) 697static void
698start_info (object *op)
835{ 699{
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]; 700 char buf[MAX_BUF];
844 701
845 if ( op->contr->Swap_First == -1 ) { 702 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); 703 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} 704}
953 705
954/* This function takes the key that is passed, and does the 706/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 707 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 708 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 709 * separate race and class; this actually changes the RACE,
958 * not the class. 710 * not the class.
959 */ 711 */
960 712void
961int key_change_class(object *op, char key) 713player::chargen_race_done ()
962{ 714{
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 */ 715 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 716 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 717
718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
719 if (tl)
720 create_treasure (tl, ob, 0, 0, 0);
721
977 INVOKE_PLAYER (BIRTH, op->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr);
979 723
980 op->contr->state=ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
981 725
982 if (op->msg) { 726 if (ob->msg)
983 free_string(op->msg); 727 ob->msg = 0;
984 op->msg=NULL;
985 }
986 728
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); 729 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 731 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 732 esrv_send_inventory (ob, ob);
1001 fix_player(op); 733 ob->update_stats ();
1002 734
1003 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
1004 * is one for this race 736 * is one for this race
1005 */ 737 */
1006 if(*first_map_ext_path) { 738 if (*first_map_ext_path)
1007 object *tmp; 739 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 740 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"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 742}
1023 return 0;
1024 }
1025 743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
761}
762
763void
764player::chargen_race_next ()
765{
1026 /* Following actually changes the race - this is the default command 766 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 767 * if we don't match with one of the options above.
1028 */ 768 */
1029 769
1030 tmp_loop = 0; 770 do
1031 while(!tmp_loop) { 771 {
1032 const char *name = add_string (op->name); 772 shstr name = ob->name;
1033 int x = op->x, y = op->y; 773 int x = ob->x, y = ob->y;
774
1034 remove_statbonus(op); 775 ob->remove_statbonus ();
1035 remove_ob (op); 776 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 777 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 778 ob->arch->copy_to (ob);
1038 op->instantiate (); 779 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 780 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 781 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; 782 ob->x = x;
1045 op->y = y; 783 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 784 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 785 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 786 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 787 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 } 788 }
789 while (!allowed_class (ob));
790
1055 update_object(op,UP_OBJ_FACE); 791 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 792 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 793 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 794 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 795 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 796 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} 797}
1066 798
1067int key_confirm_quit(object *op, char key) 799static 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) { 800flee_player (object *op)
801{
1113 int dir,diff; 802 int dir, diff;
1114 rv_vector rv; 803 rv_vector rv;
1115 804
1116 if(op->stats.hp < 0) { 805 if (op->stats.hp < 0)
806 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
809 return;
810 }
811
812 if (!op->enemy)
813 {
814 LOG (llevDebug, "Fleeing player had no enemy.\n");
815 op->clr_flag (FLAG_SCARED);
816 return;
817 }
818
819 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
820 {
821 op->enemy = NULL;
822 op->clr_flag (FLAG_SCARED);
823 return;
824 }
825
826 get_rangevector (op, op->enemy, &rv, 0);
827
828 dir = absdir (4 + rv.direction);
829 for (diff = 0; diff < 3; diff++)
830 {
831 int m = 1 - rndm (2) * 2;
832
833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1119 return; 834 return;
1120 } 835 }
1121 836
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 */ 837 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 839 op->enemy = NULL;
1156} 840}
1157
1158 841
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 842/* 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 843 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 844 * stop.
1162 */ 845 */
846int
1163int check_pick(object *op) { 847check_pick (object *op)
848{
1164 object *tmp, *next; 849 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 850 int stop = 0;
1167 int j, k, wvratio; 851 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 852
1170
1171 /* if you're flying, you cna't pick up anything */ 853 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 854 if (op->move_type & MOVE_FLYING)
1173 return 1; 855 return 1;
1174 856
1175 op_tag = op->count;
1176
1177 next = op->below; 857 next = op->below;
1178 if (next) 858
1179 next_tag = next->count; 859 int cnt = MAX_ITEM_PER_ACTION;
860#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 861
1181 /* loop while there are items on the floor that are not marked as 862 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 863 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 864 while (next && !next->destroyed ())
1184 { 865 {
1185 tmp = next; 866 tmp = next;
1186 next = tmp->below; 867 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 868
1190 if (was_destroyed (op, op_tag)) 869 if (cnt <= 0)
870 {
871 op->failmsg ("Couldn't pickup all items at once.");
872 return 0;
873 }
874
875 if (op->destroyed ())
1191 return 0; 876 return 0;
1192 877
1193 if ( ! can_pick (op, tmp)) 878 if (!can_pick (op, tmp))
1194 continue; 879 continue;
1195 880
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 881 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 882 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 883 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 884 CHK_PICK_PICKUP;
885
1200 continue; 886 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 } 887 }
1236 } 888
1237 else { /* old model */
1238 /* NEW pickup handling */ 889 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 890 if (op->contr->mode & PU_DEBUG)
1240 { 891 {
1241 /* some debugging code to figure out item information */ 892 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 893 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 894 ? 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)))); 895 &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", 896 : 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)))); 897 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
898
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 899 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 } 900 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 901
1266#if 0 902 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 903 return 1;
1268 for(k=0;k<4;k++) 904
1269 { 905 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 906 return 1;
1271 for(j=0;j<32;j++) 907
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: 908 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 909 * 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 910 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 911 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 912 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 913 * example.
1286 * The drawback: right now it has no frontend, so you need to 914 * 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 915 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 916 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 919 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 920 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 921 * meaning if any test passes, the item gets picked up. */
1294 922
1295 /* if mode is set to pick nothing up, return */ 923 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 924 if (op->contr->mode == PU_NOTHING)
925 return 1;
1298 926
1299 /* if mode is set to stop when encountering objects, return */ 927 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 928 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 929 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 930 if (op->contr->mode & PU_STOP)
931 return 0;
1304 932
1305 /* useful for going into stores and not losing your settings... */ 933 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 934 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 935 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 936 if (op->contr->mode & PU_INHIBIT)
937 return 1;
1309 938
1310 /* prevent us from turning into auto-thieves :) */ 939 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 940 if (tmp->flag [FLAG_UNPAID])
941 continue;
1312 942
1313 /* ignore known cursed objects */ 943 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
945 continue;
1315 946
1316 /* all food and drink if desired */ 947 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 948 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 949 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 950 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
1321 if(op->contr->mode & PU_DRINK) 956 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
1324 962
1325 if(op->contr->mode & PU_POTION) 963 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 964 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1328 969
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 970 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 971 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 972 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 973 {
974 CHK_PICK_PICKUP;
975 continue;
976 }
977
1333 if(op->contr->mode & PU_SKILLSCROLL) 978 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 979 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
1336 if(op->contr->mode & PU_READABLES) 985 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 986 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
1339 991
1340 /* wands/staves/rods/horns */ 992 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 993 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 994 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 995 || tmp->type == ROD
996 || tmp->type == HORN
997 || tmp->type == POWER_CRYSTAL)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1344 1002
1345 /* pick up all magical items */ 1003 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1004 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1349 1011
1350 if(op->contr->mode & PU_VALUABLES) 1012 if (op->contr->mode & PU_VALUABLES)
1351 { 1013 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1014 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1015 {
1016 CHK_PICK_PICKUP;
1017 continue;
1018 }
1354 } 1019 }
1355 1020
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1021 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1022 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1023 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1024 || tmp->type == AMULET
1025 || tmp->type == GIRDLE
1026 || tmp->type == SKILL_TOOL)
1027 {
1028 CHK_PICK_PICKUP;
1029 continue;
1030 }
1031
1032 /* we don't forget dragon food */
1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1360 1039
1361 /* bows and arrows. Bows are good for selling! */ 1040 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1041 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1042 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1365 if(op->contr->mode & PU_ARROW) 1048 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1049 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1368 1054
1369 /* all kinds of armor etc. */ 1055 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1056 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1057 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1373 if(op->contr->mode & PU_HELMET) 1063 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1064 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1376 if(op->contr->mode & PU_SHIELD) 1070 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1071 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1379 if(op->contr->mode & PU_BOOTS) 1077 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1078 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1382 if(op->contr->mode & PU_GLOVES) 1084 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1085 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1385 if(op->contr->mode & PU_CLOAK) 1091 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1092 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1388 1097
1389 /* hoping to catch throwing daggers here */ 1098 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1099 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1393 1105
1394 /* careful: chairs and tables are weapons! */ 1106 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1107 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 } 1108 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1404 { 1115 }
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 1116
1411 /* misc stuff that's useful */ 1117 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1118 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1415 1124
1416 /* any of the last 4 bits set means we use the ratio for value 1125 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1126 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1127 if (op->contr->mode & PU_RATIO)
1419 { 1128 {
1420 /* use value density to decide what else to grab */ 1129 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1130 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1131 /* >=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 */ 1132 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1133 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1135 {
1427 pick_up(op, tmp);
1428#if 0 1136#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1138 if (tmp->name != NULL)
1139 {
1431 fprintf(stderr,"%s", tmp->name); 1140 fprintf (stderr, "%s", tmp->name);
1432 } 1141 }
1142 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1146#endif
1147 CHK_PICK_PICKUP;
1437 continue; 1148 continue;
1438 } 1149 }
1150 } /* the new pickup model */
1439 } 1151 }
1440 } /* the new pickup model */ 1152
1441 }
1442 return ! stop; 1153 return !stop;
1154}
1155
1156/* routine for both players and monsters. We call this when
1157 * there is a possibility for our action distrubing our hiding
1158 * place or invisiblity spell. Artefact invisiblity causes
1159 * "noise" instead. If we arent invisible to begin with, we
1160 * return 0.
1161 */
1162static int
1163action_makes_visible (object *op)
1164{
1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 {
1167 if (op->flag [FLAG_MAKE_INVIS])
1168 {
1169 // artefact invisibility is permanent, but we still make noise
1170 // this is important for game-balance.
1171 if (op->contr)
1172 op->make_noise ();
1173
1174 return 0;
1175 }
1176
1177 if (op->contr && op->contr->tmp_invis == 0)
1178 return 0;
1179
1180 /* If monsters, they should become visible */
1181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1182 {
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1184 return 1;
1185 }
1186 }
1187
1188 return 0;
1443} 1189}
1444 1190
1445/* 1191/*
1446 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1194 * found object is returned.
1449 */ 1195 */
1196static object *
1450object *find_arrow(object *op, const char *type) 1197find_arrow (object *op, const char *type)
1451{ 1198{
1452 object *tmp = NULL; 1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1201 return splay (tmp);
1453 1202
1454 for(op=op->inv; op; op=op->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1205 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1206 {
1458 else if (op->type==ARROW && op->race==type) 1207 splay (tmp);
1459 return op; 1208 return arrow;
1209 }
1210
1460 return tmp; 1211 return 0;
1461} 1212}
1462 1213
1463/* 1214/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1215 * 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 1216 * 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 1217 * 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. 1218 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1219 */
1469 1220static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1221find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1222{
1472 object *tmp = NULL, *arrow, *ntmp; 1223 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1224 int attacknum, attacktype, betterby = 0, i;
1474 1225
1475 if (!type) 1226 if (!type)
1476 return NULL; 1227 return NULL;
1477 1228
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1230 {
1479 if (arrow->type==CONTAINER && arrow->race==type && 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1232 {
1481 i = 0; 1233 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1235
1483 if (i > betterby) { 1236 if (i > betterby)
1237 {
1484 tmp = ntmp; 1238 tmp = ntmp;
1485 betterby = i; 1239 betterby = i;
1486 } 1240 }
1241 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1242 else if (arrow->type == ARROW && arrow->race == type)
1243 {
1488 /* allways prefer assasination/slaying */ 1244 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1245 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1246 {
1491 if (arrow->attacktype & AT_DEATH) { 1247 if (arrow->attacktype & AT_DEATH)
1248 {
1492 *better = 100; 1249 *better = 100;
1493 return arrow; 1250 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1251 }
1498 } else { 1252 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 } 1253 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1254 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1255 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 } 1256 }
1515 } 1257 }
1258 else
1259 {
1260 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1261 {
1262 attacktype = 1 << attacknum;
1263 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1264 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1265 {
1266 tmp = arrow;
1267 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1268 }
1269 }
1270
1271 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1272 {
1273 tmp = arrow;
1274 betterby = 2 + arrow->magic + arrow->stats.dam;
1275 }
1276
1277 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1278 {
1279 tmp = arrow;
1280 betterby = 1 + arrow->magic + arrow->stats.dam;
1281 }
1516 } 1282 }
1283 }
1517 } 1284 }
1285
1518 if (tmp == NULL && arrow == NULL) 1286 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1287 return find_arrow (op, type);
1520 1288
1521 *better = betterby; 1289 *better = betterby;
1522 return tmp; 1290 return tmp;
1523} 1291}
1524 1292
1525/* looks in a given direction, finds the first valid target, and calls 1293/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1294 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1295 * op = the shooter
1528 * type = bow->race 1296 * type = bow->race
1529 * dir = fire direction 1297 * dir = fire direction
1530 */ 1298 */
1531 1299static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1300pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1301{
1534 object *tmp = NULL; 1302 object *tmp = NULL;
1535 mapstruct *m; 1303 maptile *m;
1536 int i, mflags, found, number; 1304 int i, mflags, found, number;
1537 sint16 x, y; 1305 sint16 x, y;
1538 1306
1539 if (op->map == NULL) 1307 if (op->map == NULL)
1540 return find_arrow(op, type); 1308 return find_arrow (op, type);
1541 1309
1542 /* do a dex check */ 1310 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1311 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))) 1312 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1313 return find_arrow (op, type);
1546 1314
1547 m = op->map; 1315 m = op->map;
1548 x = op->x; 1316 x = op->x;
1549 y = op->y; 1317 y = op->y;
1550 1318
1551 /* find the first target */ 1319 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1320 for (i = 0, found = 0; i < 20; i++)
1321 {
1553 x += freearr_x[dir]; 1322 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1323 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1325
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1327 {
1557 tmp = NULL; 1328 tmp = 0;
1329 break;
1330 }
1331 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1332 {
1333 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1334 * perhaps a bad assumption.
1335 */
1336 tmp = 0;
1337 break;
1338 }
1339
1340 if (mflags & P_IS_ALIVE)
1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1342 if (tmp->flag [FLAG_ALIVE])
1558 break; 1343 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 } 1344 }
1576 if (tmp == NULL) 1345
1346 if (!tmp)
1577 return find_arrow(op, type); 1347 return find_arrow (op, type);
1578 1348
1579 if (tmp->head) 1349 if (tmp->head)
1580 tmp = tmp->head; 1350 tmp = tmp->head;
1581 1351
1582 return find_better_arrow(op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1583} 1353}
1584 1354
1585/* 1355/*
1586 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1588 * op is the object firing the bow. 1358 * op is the object firing the bow.
1589 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1590 * dir is the direction of fire. 1360 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * 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 1362 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1363 * player fire modes.
1594 */ 1364 */
1365int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1366fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1367{
1598 object *left, *bow; 1368 object *left, *bow;
1599 tag_t left_tag, tag; 1369 int mflags;
1600 int bowspeed, mflags; 1370 maptile *m;
1601 mapstruct *m;
1602 1371
1603 if (!dir) { 1372 if (!dir)
1373 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1374 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1375 return 0;
1376 }
1377
1378 if (op->contr)
1379 bow = op->current_weapon;
1380 else
1606 } 1381 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1382 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1383 /* 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. 1384 * don't need to switch back and forth between bows and weapons.
1613 */ 1385 */
1614 if(bow->type==BOW) 1386 if (bow->type == BOW)
1615 break; 1387 break;
1616 1388
1617 if (!bow) { 1389 if (!bow)
1390 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1391 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1392 return 0;
1620 } 1393 }
1394
1395 // optimisation: move object to top so we will find it quickly again
1396 splay (bow);
1621 } 1397 }
1398
1622 if( !bow->race || !bow->skill) { 1399 if (!bow->race || !bow->skill)
1400 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1401 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1402 return 0;
1625 } 1403 }
1626 1404
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) { 1405 if (arrow == NULL)
1406 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1407 if ((arrow = find_arrow (op, bow->race)) == NULL)
1408 {
1637 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1410 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 */ 1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1412 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1414
1643 return 0; 1415 return 0;
1644 } 1416 }
1645 } 1417 }
1418
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1419 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1420 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1421 return 0;
1649 } 1422
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1423 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1424 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1425 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1426 return 0;
1653 } 1427 }
1654 1428
1655 /* this should not happen, but sometimes does */ 1429 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1430 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1431 {
1658 free_object(arrow); 1432 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1433 arrow->destroy ();
1659 return 0; 1434 return 0;
1660 } 1435 }
1661 1436
1662 left = arrow; /* these are arrows left to the player */ 1437 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1438 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1439 if (!arrow)
1665 if (arrow == NULL) { 1440 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1442 return 0;
1669 } 1443 }
1670 set_owner(arrow, op); 1444
1671 if (arrow->skill) free_string(arrow->skill); 1445 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1446 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1447 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1448
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 */ 1449 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1450 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1451 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1452 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1453
1690 /* Note that this was different for monsters - they got their level 1454#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1455 if (player *pl = op->contr)
1692 */
1693 1456 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1457 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1458
1459 /* penalize ROF for bestarrow */
1460 if (pl->bowtype == bow_bestarrow)
1461 speed *= .9f;
1462 else
1463 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1464
1465 op->speed_left += speed - op->speed;
1466 }
1467#endif
1468
1469 SET_ANIMATION (arrow, arrow->direction);
1470
1698 /* update the speed */ 1471 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1472
1704 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1708 1478
1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1480
1709 if (op->type == PLAYER) { 1481 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1482 {
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; 1483 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1484 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1485
1486 if (!arrow->slaying)
1487 arrow->slaying = op->slaying;
1488
1489 arrow->attacktype |= op->attacktype;
1490 }
1491 else
1492 {
1720 arrow->level = op->level; 1493 arrow->level = op->level;
1721 } 1494 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1495
1496 if (!arrow->slaying)
1497 arrow->slaying = bow->slaying;
1498
1723 arrow->attacktype |= bow->attacktype; 1499 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1500 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1501
1727 arrow->map = m; 1502 wc -= arrow->level;
1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1504
1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1730 1509
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1510 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1511 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1512
1735 if (!was_destroyed(arrow, tag)) 1513 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1514 move_arrow (arrow);
1737 1515
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; 1516 return 1;
1745} 1517}
1746 1518
1747/* Special fire code for players - this takes into 1519/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1520 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1521 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1522 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1523 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1524 * hence the function name.
1753 */ 1525 */
1526static int
1754int player_fire_bow(object *op, int dir) 1527player_fire_bow (object *op, int dir)
1755{ 1528{
1756 int ret=0, wcmod=0; 1529 int ret;
1757 1530
1758 if (op->contr->bowtype == bow_bestarrow) { 1531 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1532 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1533 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); 1534 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1535 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1536 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1537 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, 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1539 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1540 else if (op->contr->bowtype == bow_threewide)
1541 {
1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1545 }
1546 else if (op->contr->bowtype == bow_spreadshot)
1547 {
1548 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1549 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1550 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1551 }
1552 else
1553 {
1554 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1555 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 } 1556 }
1557
1780 return ret; 1558 return ret;
1781} 1559}
1782
1783 1560
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1561/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1562 * Broken apart from 'fire' to keep it more readable.
1786 */ 1563 */
1564static void
1787void fire_misc_object(object *op, int dir) 1565fire_misc_object (object *op, int dir)
1788{ 1566{
1789 object *item; 1567 object *item = op->contr->ranged_ob;
1790 1568
1791 if (!op->contr->ranges[range_misc]) { 1569 if (!item)
1570 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1571 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1572 return;
1794 } 1573 }
1795 1574
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1575 if (!item->inv)
1576 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1578 return;
1800 } 1579 }
1580
1581 if (!op->apply (item))
1582 return;
1583
1801 if (item->type == WAND) { 1584 if (item->type == WAND)
1585 {
1802 if(item->stats.food<=0) { 1586 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1587 {
1588 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)); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1590
1805 return; 1591 return;
1806 } 1592 }
1593 }
1807 } else if (item->type == ROD || item->type==HORN) { 1594 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1595 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1596 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1597
1598 // using the maximum of the rods charge allows at least one spell cast
1599 // for a rod or horn, this fixes some broken rods.
1600 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1601 {
1602 op->contr->play_sound (sound_find ("wand_poof"));
1603
1810 if (item->type== ROD) 1604 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)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1606 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1607 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)); 1608
1816 return; 1609 return;
1817 } 1610 }
1818 } 1611 }
1819 1612
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1613 if (cast_spell (op, item, dir, item->inv, NULL))
1614 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1615 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1616
1822 if (item->type == WAND) { 1617 if (item->type == WAND)
1618 {
1823 if (!(--item->stats.food)) { 1619 if (!(--item->stats.food))
1824 object *tmp; 1620 {
1825 if (item->arch) { 1621 if (item->arch)
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1622 {
1623 item->clr_flag (FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1624 item->face = item->arch->face;
1828 item->speed = 0; 1625 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1626 }
1831 if ((tmp=is_player_inv(item))) 1627
1628 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1629 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1630 }
1834 } 1631 }
1835 else if (item->type == ROD || item->type==HORN) { 1632 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1633 drain_rod_charge (item);
1837 }
1838 } 1634 }
1839} 1635}
1840 1636
1841/* Received a fire command for the player - go and do it. 1637/* Received a fire command for the player - go and do it.
1842 */ 1638 */
1639bool
1843void fire(object *op,int dir) { 1640fire (object *who, int dir)
1641{
1844 int spellcost=0; 1642 int spellcost = 0;
1845 1643
1644 player *pl = who->contr;
1645
1646 if (pl->golem)
1647 {
1648 control_golem (who->contr->golem, dir);
1649 return false;
1650 }
1651
1652 object *ob = pl->ranged_ob;
1653
1654 if (!ob)
1655 return false;
1656
1657 if (who->speed_left > 0.f)
1658 --who->speed_left;
1659 else
1660 return false;
1661
1662 if (!who->apply (ob))
1663 return false;
1664
1846 /* check for loss of invisiblity/hide */ 1665 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1666 if (action_makes_visible (who))
1667 make_visible (who);
1848 1668
1849 switch(op->contr->shoottype) { 1669 switch (ob->type)
1850 case range_none: 1670 {
1851 return; 1671 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1672 player_fire_bow (who, dir);
1855 return; 1673 break;
1856 1674
1857 case range_magic: /* Casting spells */ 1675 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1677 break;
1860 1678
1861 case range_misc: 1679 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 ); 1680 apply_map_builder (who, dir);
1681 break;
1682
1683 case SKILL:
1684 do_skill (who, who, ob, dir, 0);
1685 break;
1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
1691 default:
1692 fire_misc_object (who, dir);
1693 break;
1694 }
1695
1696 return true;
1697}
1698
1699static object *
1700find_key_ (object *pl, object *container, object *door)
1701{
1702 object *tmp, *key;
1703
1704 /* Should not happen, but sanity checking is never bad */
1705 if (!container->inv)
1706 return 0;
1707
1708 /* First, lets try to find a key in the top level inventory */
1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1710 {
1711 if (door->type == DOOR && tmp->type == KEY)
1712 break;
1713
1714 /* For sanity, we should really check door type, but other stuff
1715 * (like containers) can be locked with special keys
1716 */
1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1718 break;
1719 }
1720
1721 /* No key found - lets search inventories now */
1722 /* If we find and use a key in an inventory, return at that time.
1723 * otherwise, if we search all the inventories and still don't find
1724 * a key, return
1725 */
1726 if (!tmp)
1727 {
1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 /* No reason to search empty containers */
1730 if (tmp->type == CONTAINER && tmp->inv)
1731 if ((key = find_key_ (pl, tmp, door)))
1732 return key;
1733
1734 if (!tmp)
1886 return; 1735 return 0;
1887 default: 1736 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1737
1738 /* We get down here if we have found a key. Now if its in a container,
1739 * see if we actually want to use it
1740 */
1741 if (pl != container)
1742 {
1743 /* Only let players use keys in containers */
1744 if (!pl->contr)
1889 return; 1745 return 0;
1890 }
1891}
1892 1746
1747 /* cases where this fails:
1748 * If we only search the player inventory, return now since we
1749 * are not in the players inventory.
1750 * If the container is not active, return now since only active
1751 * containers can be used.
1752 * If we only search keyrings and the container does not have
1753 * a race/isn't a keyring.
1754 * No checking for all containers - to fall through past here,
1755 * inv must have been an container and must have been active.
1756 *
1757 * Change the color so that the message doesn't disappear with
1758 * all the others.
1759 */
1760 if (pl->contr->usekeys == key_inventory
1761 || !container->flag [FLAG_APPLIED]
1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1763 {
1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1766 return NULL;
1767 }
1768 }
1893 1769
1770 return tmp;
1771}
1894 1772
1895/* find_key 1773/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1774 * 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 1775 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1776 * This function merges both normal and locked door, since the logic
1899 * for both is the same - just the specific key is different. 1777 * for both is the same - just the specific key is different.
1900 * pl is the player, 1778 * pl is the player,
1901 * inv is the objects inventory to searched 1779 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1780 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1781 * This function can be called recursively to search containers.
1904 */ 1782 */
1905 1783object *
1906object * find_key(object *pl, object *container, object *door) 1784find_key (object *pl, object *container, object *door)
1907{ 1785{
1908 object *tmp,*key; 1786 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 } 1787 {
1922 /* No key found - lets search inventories now */ 1788 // 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. 1789 // 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 1790 // of searching through containers ourselves.
1925 * a key, return 1791
1926 */ 1792 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 } 1793 }
1936 /* We get down here if we have found a key. Now if its in a container, 1794 else
1937 * see if we actually want to use it 1795 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} 1796}
1968 1797
1969/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1972 * 0 otherwise 1801 * 0 otherwise
1973 */ 1802 */
1803static int
1974static int player_attack_door(object *op, object *door) 1804player_attack_door (object *op, object *door)
1975{ 1805{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1806 /* 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 - 1807 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1808 * otherwise, we fall through to the rest of the code.
1980 */ 1809 */
1981 object *key=find_key(op, op, door); 1810 object *key = find_key (op, op, door);
1982 1811
1983 /* IF we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
1984 if (key) { 1813 if (key)
1814 {
1985 object *container=key->env; 1815 object *container = key->env;
1986 1816
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1817 if (action_makes_visible (op))
1818 make_visible (op);
1819
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1821 spring_trap (door->inv, op);
1822
1990 if (door->type == DOOR) { 1823 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1825 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1826 {
1995 "You open the door with the %s", query_short_name(key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1829 }
1830
1998 /* Do this after we print the message */ 1831 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1833
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
1835 }
2004 } else if (door->type==LOCKED_DOOR) { 1836 else if (door->type == LOCKED_DOOR)
1837 {
2005 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1840 return 1;
2008 } 1841 }
1842
2009 return 0; 1843 return 0;
2010} 1844}
2011 1845
2012/* This function is just part of a breakup from move_player. 1846/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1847 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1848 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1849 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2017 */ 1851 */
2018 1852bool
2019void move_player_attack(object *op, int dir) 1853move_player_attack (object *op, int dir)
2020{ 1854{
2021 object *tmp, *mon; 1855 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1856 {
2023 int on_battleground; 1857 --op->speed_left;
2024 mapstruct *m; 1858 return true;
1859 }
2025 1860
2026 nx=freearr_x[dir]+op->x; 1861 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1862 sint16 ny = freearr_y[dir] + op->y;
2028 1863
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1864 if (out_of_map (op->map, nx, ny))
1865 return false;
2030 1866
2031 /* If braced, or can't move to the square, and it is not out of the 1867 /* 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 1868 * 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 1869 * 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 1870 * 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 1871 * 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 1872 * 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 1873 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1874 * move_ob uses.
2039 */ 1875 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1876 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 1877
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1878 /* 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. 1879 * 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 1880 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1881 * on the space
1882 */
1883 object *mon;
1884 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1885 {
1886 if ((mon->flag [FLAG_ALIVE]
1887 || mon->type == LOCKED_DOOR
1888 || mon->flag [FLAG_CAN_ROLL])
1889 && mon != op)
1890 break;
1891 }
1892
1893 /* no monster == player tries to move into a wall or so */
1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
2057 */ 1898 {
2058 while (tmp!=NULL) { 1899 if (ob->move_block == MOVE_ALL)
2059 if (tmp == op) { 1900 move_into_wall (op, ob);
2060 tmp=tmp->above; 1901 else
2061 continue; 1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
1919
1920 mon = mon->head_ ();
1921
1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1923 if (op->contr->weapon_sp_left > 0.f)
1924 if (player_attack_door (op, mon))
1925 {
1926 --op->contr->weapon_sp_left;
1927 return true;
1928 }
1929
1930 /* The following deals with possibly attacking peaceful
1931 * or friendly creatures. Basically, all players are considered
1932 * unaggressive. If the moving player has peaceful set, then the
1933 * object should be pushed instead of attacked. It is assumed that
1934 * if you are braced, you will not attack friends accidently,
1935 * and thus will not push them.
1936 */
1937
1938 /* If the creature is a pet, push it even if the player is not
1939 * peaceful. Our assumption is the creature is a pet if the
1940 * player owns it and it is either friendly or unagressive.
1941 */
1942 if (op->type == PLAYER
1943 && ((mon->owner && mon->owner->contr
1944 && same_party (mon->owner->contr->party, op->contr->party))
1945 || mon->owner == op)
1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1947 {
1948 /* If we're braced, we don't want to switch places with it */
1949 if (op->contr->braced)
1950 return false;
1951
1952 if (op->speed_left > 0.f)
1953 {
1954 --op->speed_left;
1955
1956 op->play_sound (sound_find ("push_player"));
1957 push_ob (mon, dir, op);
1958
1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1962 return true;
1963 }
1964 else
1965 return false;
1966 }
1967
1968 bool on_battleground = op_on_battleground (op, 0, 0);
1969
1970 /* in certain circumstances, you shouldn't attack friendly
1971 * creatures. Note that if you are braced, you can't push
1972 * someone, but put it inside this loop so that you won't
1973 * attack them either.
1974 */
1975 if ((mon->type == PLAYER || mon->enemy != op)
1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1977 && ((op->contr->peaceful
1978 || (mon->type == PLAYER && mon->contr->peaceful))
1979 && !on_battleground))
1980 {
1981 if (op->speed_left > 0.f)
1982 {
1983 --op->speed_left;
1984
1985 if (!op->contr->braced)
1986 {
1987 op->play_sound (sound_find ("push_player"));
1988 push_ob (mon, dir, op);
2062 } 1989 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1990 else
2064 mon = tmp; 1991 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 1992
2075 if(mon->head != NULL) 1993 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1994 make_visible (op);
2077 1995
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1996 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 { 1997 }
2106 /* If we're braced, we don't want to switch places with it */ 1998 }
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 1999 /* 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. 2000 * roll it if not braced. You can't roll it if you are braced.
2001 */
2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2003 {
2004 if (op->speed_left > 0.f)
2140 */ 2005 {
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2006 --op->speed_left;
2007
2142 recursive_roll(mon,dir,op); 2008 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2009 if (action_makes_visible (op))
2144 } 2010 make_visible (op);
2145 2011
2012 return true;
2013 }
2014 }
2146 /* Any generic living creature. Including things like doors. 2015 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2016 * 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: 2017 * 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 2018 * 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. 2019 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2020 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2023 {
2156 2024 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 } 2025 {
2184 } /* if player should attack something */ 2026 --op->contr->weapon_sp_left;
2185}
2186 2027
2028 skill_attack (mon, op, 0, 0, 0);
2029
2030 if (action_makes_visible (op))
2031 make_visible (op);
2032
2033 return true;
2034 }
2035 }
2036
2037 return false;
2038}
2039
2040bool
2187int move_player(object *op,int dir) { 2041move_player (object *op, int dir)
2188 int pick; 2042{
2189 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
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; 2044 return 0;
2045
2046 /* Sanity check: make sure dir is valid */
2047 if (dir < 0 || dir > 8)
2048 {
2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2050 return 0;
2051 }
2052
2053 /* peterm: added following line */
2054 if (op->flag [FLAG_CONFUSED] && dir)
2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2056
2057 op->facing = dir;
2058
2059 if (op->flag [FLAG_HIDDEN])
2060 do_hidden_move (op);
2061
2062 bool retval;
2063 int pick = 0;
2064
2065 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2066 retval = RESULT_INT (0);
2067 else if (op->contr->fire_on)
2068 retval = fire (op, dir);
2069 else
2070 {
2071 retval = move_player_attack (op, dir);
2072 pick = check_pick (op);
2073 }
2074
2075 /* Add special check for newcs players and fire on - this way, the
2076 * server can handle repeat firing.
2077 */
2078 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2079 op->direction = dir;
2080 else
2081 op->direction = 0;
2082
2083 /* Update how the player looks. Use the facing, so direction may
2084 * get reset to zero. This allows for full animation capabilities
2085 * for players.
2086 */
2087 animate_object (op, op->facing);
2088
2089 return retval;
2231} 2090}
2232 2091
2233/* This is similar to handle_player, below, but is only used by the 2092/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2093 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2094 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2095 * the new speed values for commands.
2237 * 2096 *
2238 * Returns true if there are more actions we can do. 2097 * Returns true if there are more actions we can do. Should not do
2098 * many actions in a row, as that would be too unfair to other
2099 * players.
2239 */ 2100 */
2101bool
2240int handle_newcs_player(object *op) 2102handle_newcs_player (object *op)
2241{ 2103{
2242 if (op->contr->hidden) { 2104 if (op->flag [FLAG_SCARED])
2243 op->invisible = 1000; 2105 {
2244 /* the socket code flashes the player visible/invisible 2106 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 } 2107 {
2256 } 2108 --op->speed_left;
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) {
2259 flee_player(op); 2109 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2110
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2111 return true;
2264 } 2112 }
2113 else
2114 return false;
2265 } 2115 }
2266 2116
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 2117 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2118 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2119 * called, so we recheck it here.
2282 */ 2120 */
2283 HandleClient(&op->contr->socket, op->contr); 2121 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2122 return true;
2285 2123
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2124 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); 2125 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2126
2296 else return 0; 2127 return false;
2297 } 2128}
2129
2130static int
2131save_life (object *op)
2132{
2133 if (!op->flag [FLAG_LIFESAVE])
2298 return 0; 2134 return 0;
2299}
2300 2135
2301int save_life(object *op) { 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2138 {
2139 op->play_sound (sound_find ("ob_evaporate"));
2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2141
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2142 tmp->destroy ();
2143 op->clr_flag (FLAG_LIFESAVE);
2144
2145 if (op->stats.hp < 0)
2146 op->stats.hp = op->stats.maxhp;
2147
2148 if (op->stats.food < 0)
2149 op->stats.food = MAX_FOOD;
2150
2151 op->update_stats ();
2305 return 0; 2152 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 } 2153 }
2154
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2158 return 0;
2329} 2159}
2330 2160
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2161/* 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 2162 * 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 2163 * function will descend into containers. op is the object to start the search
2334 * from. 2164 * from.
2335 */ 2165 */
2166static void
2336void remove_unpaid_objects(object *op, object *env) 2167drop_unpaid_items (object *op, object *env)
2337{ 2168{
2338 object *next;
2339
2340 while (op) { 2169 while (op)
2170 {
2341 next=op->below; /* Make sure we have a good value, in case 2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2172
2343 */ 2173 if (op->flag [FLAG_UNPAID])
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2174 op->insert_at (env);
2345 remove_ob(op); 2175 else if (op->inv)
2346 op->x = env->x; 2176 drop_unpaid_items (op->inv, env);
2347 op->y = env->y; 2177
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; 2178 op = next;
2354 } 2179 }
2355} 2180}
2356 2181
2357 2182void
2358/* 2183object::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{ 2184{
2367 static char buf2[MAX_BUF]; 2185 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2186 ::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} 2187}
2394 2188
2395 2189void
2396
2397void do_some_living(object *op) { 2190do_some_living (object *op)
2191{
2398 int last_food=op->stats.food; 2192 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace;
2401 int i;
2402 int rate_hp = 1200; 2194 int rate_hp = 1200;
2403 int rate_sp = 2500; 2195 int rate_sp = 2500;
2404 int rate_grace = 2000; 2196 int rate_grace = 2000;
2405 const int max_hp = 1; 2197 const int max_hp = 1;
2406 const int max_sp = 1; 2198 const int max_sp = 1;
2407 const int max_grace = 1; 2199 const int max_grace = 1;
2408 2200
2409 if (op->contr->outputs_sync) { 2201#if 0
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2202 if (op->contr->hidden)
2411 if (op->contr->outputs[i].buf!=NULL && 2203 {
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2204 op->invisible = 1000;
2413 flush_output_element(op, &op->contr->outputs[i]); 2205 /* the socket code flashes the player visible/invisible
2206 * depending on the value of invisible, so we need to
2207 * alternate it here for it to work correctly.
2208 */
2209 if (server_tick & 2)
2210 op->invisible--;
2414 } 2211 }
2212 else
2213#endif
2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2215 {
2216 if (!op->invisible--)
2217 {
2218 make_visible (op);
2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2220 }
2221 }
2415 2222
2416 if(op->contr->state==ST_PLAYING) { 2223 if (op->contr->ns->state == ST_PLAYING)
2417 2224 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2225 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2226 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2227 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2228 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2229 else
2230 {
2423 gen_hp = op->stats.maxhp; 2231 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2232 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2233 }
2234
2426 if(op->contr->gen_sp >= 0 ) 2235 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2236 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2237 else
2238 {
2429 gen_sp = op->stats.maxsp; 2239 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2240 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2241 }
2242
2432 if(op->contr->gen_grace >= 0) 2243 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2244 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2245 else
2246 {
2435 gen_grace = op->stats.maxgrace; 2247 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2248 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 } 2249 }
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 2250
2473 /* Regenerate Grace */ 2251 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2252 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2253 if (--op->last_grace < 0)
2254 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2256 op->stats.grace++; /* no penalty in food for regaining grace */
2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2478 if(max_grace>1) { 2260 if (max_grace > 1)
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2261 {
2262 int over_grace = temp / rate_grace;
2263
2480 if (over_grace > 0) { 2264 if (over_grace > 0)
2481 op->stats.sp += over_grace 2265 {
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2266 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2267 op->last_grace = 0;
2268 }
2484 } else { 2269 else
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2270 op->last_grace = rate_grace / temp;
2486 } 2271 }
2487 } else { 2272 else
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2273 op->last_grace = rate_grace / temp;
2489 } 2274
2490 /* wearing stuff doesn't detract from grace generation. */ 2275 /* 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 } 2276 }
2506 } 2277
2507 if(max_hp>1) { 2278 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 } 2279 {
2516 } else { 2280 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2281 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2282 {
2519 } 2283 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2284
2521 /* Digestion */ 2285 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2286 {
2523#ifdef COZY_SERVER 2287 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 2288
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 */ 2289 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2290 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; 2291 {
2292 op->stats.food--;
2293
2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food;
2298 }
2551 } 2299 }
2300
2301 if (max_sp > 1)
2302 {
2303 int over_sp = (gen_sp + 10) / rate_sp;
2304 if (over_sp > 0)
2305 {
2306 if (op->stats.sp < op->stats.maxsp)
2307 {
2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309
2310 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2311 op->stats.sp--;
2312
2313 if (op->stats.sp > op->stats.maxsp)
2314 op->stats.sp = op->stats.maxsp;
2315 }
2316
2317 op->last_sp = 0;
2318 }
2319 else
2320 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2321 }
2322 else
2323 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2324 }
2325
2326 /* Regenerate Hit Points */
2327 if (--op->last_heal < 0)
2328 {
2329 if (op->stats.hp < op->stats.maxhp)
2330 {
2331 op->stats.hp++;
2332
2333 /* dms do not consume food */
2334 if (!op->flag [FLAG_WIZ])
2335 {
2336 op->stats.food--;
2337
2338 if (op->contr->digestion < 0)
2339 op->stats.food += op->contr->digestion;
2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2341 op->stats.food = last_food;
2342 }
2343 }
2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2347 if (max_hp > 1)
2348 {
2349 int over_hp = temp / rate_hp;
2350
2351 if (over_hp > 0)
2352 {
2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2354 op->last_heal = 0;
2355 }
2356 else
2357 op->last_heal = rate_hp / temp;
2358 }
2359 else
2360 op->last_heal = rate_hp / temp;
2361 }
2362 }
2363
2364 /* Digestion */
2365 if (--op->last_eat < 0)
2366 {
2367 int bonus = max (0, op->contr->digestion),
2368 penalty = max (0, -op->contr->digestion);
2369
2370 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2371
2372 /* dms do not consume food */
2373 if (!op->flag [FLAG_WIZ])
2374 op->stats.food--;
2375 }
2376
2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2378 {
2379 object *flesh = 0;
2380
2381 for_inv_removable (op, tmp)
2382 {
2383 if (tmp->flag [FLAG_UNPAID])
2384 continue;
2385
2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2387 {
2388 op->statusmsg ("You blindly grab for a bite of food. "
2389 "H<To prevent you from starving, you ate some random item from your backpack.>");
2390 op->apply (tmp);
2391
2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2393 break;
2394 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2395 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2396 flesh = tmp;
2554 } /* end of for loop */ 2397 }
2398
2555 /* If player is still starving, it means they don't have any food, so 2399 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2400 * eat flesh instead.
2557 */ 2401 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2402 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."); 2403 {
2560 manual_apply(op,flesh,0); 2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2406 op->apply (flesh);
2407 }
2408
2409 // If player is still starving, alert him!
2410 if (op->stats.food < 0)
2411 op->failmsg ("You are starving! "
2412 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2413 }
2414
2415 if (op->stats.food < 0)
2561 } 2416 {
2562 } /* end if player is starving */ 2417 op->stats.hp += op->stats.food;
2418 op->stats.food = 0;
2563 2419
2564 while(op->stats.food<0&&op->stats.hp>0) 2420 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2421 {
2422 op->contr->killer = archetype::get ("killer_starvation");
2423 op->contr->killer->destroy ();
2424 }
2425 }
2566 2426
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2427 /* killer should be set here already */
2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2568 kill_player(op); 2429 kill_player (op);
2430 }
2569} 2431}
2570
2571
2572 2432
2573/* If the player should die (lack of hp, food, etc), we call this. 2433/* 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 2434 * 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 2435 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2436 * file.
2577 */ 2437 */
2438void
2578void kill_player(object *op) 2439kill_player (object *op)
2579{ 2440{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2441 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2442 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; 2443 int will_kill_again;
2589 archetype *at; 2444 archetype *at;
2590 object *tmp; 2445 object *tmp;
2591 2446
2592 if(save_life(op)) 2447 if (save_life (op))
2593 return; 2448 return;
2594 2449
2450 dynbuf_text deathtab;
2595 2451
2452 /* restore player */
2453 at = archetype::find (shstr_poisoning);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your body feels cleansed...\r";
2458 }
2459
2460 at = archetype::find (shstr_confusion);
2461 if (object *tmp = present_arch_in_ob (at, op))
2462 {
2463 tmp->destroy ();
2464 deathtab << "Your mind feels clearer...\r";
2465 }
2466
2467 cure_disease (op, 0, 0); /* remove any disease */
2468
2469 max_it (op->stats.hp , op->stats.maxhp);
2470 max_it (op->stats.sp , op->stats.maxsp);
2471 max_it (op->stats.grace, op->stats.maxgrace);
2472 max_it (op->stats.food , 200);
2473
2474 // remove all spell effects that are active
2475 // to avoid long-term effects such as word-of-recall
2476 for (object *item = op->inv; item; )
2477 {
2478 object *next = item->below;
2479
2480 if (item->type == SPELL_EFFECT && item->active)
2481 item->destroy ();
2482
2483 item = next;
2484 }
2485
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2486 /* 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. 2487 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2488 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2489 */
2600 if (op_on_battleground(op, &x, &y)) { 2490 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2491 {
2602 "You have been defeated in combat!"); 2492 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 2493
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 */ 2494 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2495 object *tmp = archetype::find (shstr_finger)->instance ();
2629 if (tmp != NULL) 2496
2630 { 2497 tmp->name = format ("%s's finger" , &op->name);
2631 sprintf(buf,"%s's finger",op->name); 2498 tmp->name_pl = format ("%s's fingers", &op->name);
2632 tmp->name = add_string(buf); 2499 tmp->msg = format (
2633 sprintf(buf," This finger has been cut off %s\n" 2500 "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", 2501 &op->name, op->contr->title,
2635 op->name, op->contr->title, (int)(op->level), 2502 (int)op->level,
2636 op->contr->killer); 2503 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 2504 );
2505 tmp->value = 0, tmp->type = 0;
2506 tmp->material = name_to_material (shstr_organic);
2507 tmp->insert_at (op, tmp);
2508
2644 /* teleport defeated player to new destination*/ 2509 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2510 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2511 op->contr->braced = 0;
2512
2513 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2514 return;
2648 } 2515 }
2649 2516
2517 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2518 deathtab << "T<YOU HAVE DIED>\n\n";
2519
2650 INVOKE_PLAYER (DEATH, op->contr); 2520 INVOKE_PLAYER (DEATH, op->contr);
2651 2521
2652 command_kill_pets (op, 0); 2522 command_kill_pets (op, 0);
2653 2523
2654 if(op->stats.food<0) { 2524 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 2525
2675 /* save the map location for corpse, gravestone*/ 2526 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2527 x = op->x;
2528 y = op->y;
2529 map = op->map;
2677 2530
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2531 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2532 * 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. 2533 * See the config.h file for a little more in depth detail about this.
2683 */ 2534 */
2684 2535
2685 /* Basically two ways to go - remove a stat permanently, or just 2536 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2537 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2538 * of death.
2688 */ 2539 */
2689#ifndef COZY_SERVER 2540#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2541 if (settings.balanced_stat_loss)
2542 {
2691 /* If stat loss is permanent, lose one stat only. */ 2543 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2544 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2545 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2546 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2547 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2548 little bit harder. */
2697 /* GD */ 2549 /* GD */
2698 if (settings.stat_loss_on_death) 2550 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; 2551 num_stats_lose = 1;
2704 } 2552 else
2553 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2554 }
2555 else
2556 num_stats_lose = 1;
2557
2705 lost_a_stat = 0; 2558 lost_a_stat = 0;
2706 2559
2707 for (z=0; z<num_stats_lose; z++) { 2560 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2561 {
2562 i = rndm (NUM_STATS);
2709 2563
2710 if (settings.stat_loss_on_death) { 2564 if (settings.stat_loss_on_death)
2565 {
2711 /* Pick a random stat and take a point off it. Tell the player 2566 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2567 * what he lost.
2713 */ 2568 */
2714 change_attr_value(&(op->stats), i,-1); 2569 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2570 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2571 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2572 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2573 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2574 lost_a_stat = 1;
2720 } else { 2575 }
2576 else
2577 {
2721 /* deplete a stat */ 2578 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2579 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2580 object *dep;
2581
2582 dep = present_arch_in_ob (deparch, op);
2583 if (!dep)
2724 2584 {
2725 dep = present_arch_in_ob(deparch,op); 2585 dep = deparch->instance ();
2726 if(!dep) {
2727 dep = arch_to_object(deparch);
2728 insert_ob_in_ob(dep, op); 2586 insert_ob_in_ob (dep, op);
2729 } 2587 }
2730 lose_this_stat = 1; 2588 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2589 if (settings.balanced_stat_loss)
2590 {
2732 /* GD */ 2591 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2592 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2593 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2594 if (this_stat < 0)
2595 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2596 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2597 int keep_chance = this_stat * this_stat;
2598
2738 /* Yes, I am paranoid. Sue me. */ 2599 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2600 if (keep_chance < 1)
2740 keep_chance = 1; 2601 keep_chance = 1;
2741 2602
2742 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2605 {
2744 lose_this_stat = 0; 2606 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2608 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 } 2609 }
2756 } 2610 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 */ 2611 {
2766 if (this_stat>=-50) { 2612 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; 2613 lose_this_stat = 0;
2614 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2615 this_stat, keep_chance, loss_chance,
2616 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2617 }
2773 } 2618 }
2774 } 2619 }
2775 } 2620
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2621 if (lose_this_stat)
2778 { 2622 {
2779 /* determine_god() seems to not work sometimes... why is this? 2623 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2624 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2625 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2626 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2627 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2628 * difference.
2785 " you.", god); 2629 */
2630 if (this_stat >= -50)
2786 else 2631 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2632 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2633 dep->set_flag (FLAG_APPLIED);
2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2635 op->update_stats ();
2636 lost_a_stat = 1;
2637 }
2789 } 2638 }
2639 }
2640 }
2641
2642 /* If no stat lost, tell the player. */
2643 if (!lost_a_stat)
2644 {
2645 /* determine_god() seems to not work sometimes... why is this?
2646 Should I be using something else? GD */
2647 shstr_tmp god = determine_god (op);
2648
2649 if (god != shstr_none)
2650 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2651 else
2652 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2653 }
2654#else
2655 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2656#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 2657
2794 /* Put a gravestone up where the character 'almost' died. List the 2658 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2659 * exp loss on the stone.
2796 */ 2660 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2661 tmp = archetype::find (shstr_gravestone)->instance ();
2798 sprintf(buf,"%s's gravestone",op->name); 2662 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2663 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2664 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); 2665 &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; 2666 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2667 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2668
2811 /**************************************/ 2669 /**************************************/
2812 /* */ 2670 /* */
2813 /* Subtract the experience points, */ 2671 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2672 /* */
2817 /**************************************/ 2673 /**************************************/
2818 2674
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)); */ 2675 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2676 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 2677
2845 /* 2678 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2679 * 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 2680 * and put them back in the map.
2848 * in the map. 2681 */
2849 */ 2682 op->drop_unpaid_items ();
2850 2683
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2684 /****************************************/
2855 /* */ 2685 /* */
2856 /* Move player to his current respawn- */ 2686 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2687 /* position (usually last savebed) */
2858 /* */ 2688 /* */
2859 /****************************************/ 2689 /****************************************/
2860 2690
2861 enter_player_savebed(op); 2691 enter_player_savebed (op);
2862 2692
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2693 op->contr->braced = 0;
2867 save_player(op,1);
2868 2694
2869 /* it is possible that the player has blown something up 2695 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2696 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2697 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2698 * on the space that might harm the player.
2873 */ 2699 */
2874 will_kill_again=0; 2700 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2701 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2702 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2703 will_kill_again |= tmp->attacktype;
2878 } 2704
2879 if (will_kill_again) { 2705 if (will_kill_again)
2706 {
2880 object *force; 2707 object *force;
2881 int at; 2708 int at;
2882 2709
2883 force=get_archetype(FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1;
2886 force->speed_left=-5.0; 2712 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2888 for (at=0; at<NROFATTACKS; at++) { 2716 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2718 force->resist[at] = 100;
2719
2720 insert_ob_in_ob (force, op);
2721 op->update_stats ();
2722 }
2723
2724 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2725}
2726
2727static void
2728loot_object (object *op)
2729{ /* Grab and destroy some treasure */
2730 object *tmp, *next;
2731
2732 op->close_container (); /* close open sack first */
2733
2734 for (tmp = op->inv; tmp; tmp = next)
2735 {
2736 next = tmp->below;
2737
2738 if (tmp->invisible)
2739 continue;
2740
2741 tmp->remove ();
2742 tmp->x = op->x, tmp->y = op->y;
2743
2744 if (tmp->type == CONTAINER)
2745 loot_object (tmp); /* empty container to ground */
2746
2747 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2748 {
2749 if (tmp->nrof > 1)
2750 {
2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2753 }
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 { 2754 else
2950 delete_character(op->name,1); 2755 tmp->destroy ();
2951 } 2756 }
2952 } 2757 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); 2758 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 } 2759 }
2997} 2760}
2998 2761
2999/* 2762/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2763 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2764 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2765 * was changed.
3003 */ 2766 */
2767void
2768fix_weight ()
2769{
2770 for_all_players (pl)
2771 {
2772 weight_t old = pl->ob->carrying;
3004 2773
3005void fix_weight(void) { 2774 pl->ob->update_weight ();
3006 player *pl; 2775
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2776 if (old != pl->ob->carrying)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2777 {
3009 if(old == sum) 2778 pl->ob->update_stats ();
3010 continue; 2779 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3011 fix_player(pl->ob); 2780 }
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3013 pl->ob->name, old, sum);
3014 } 2781 }
3015} 2782}
3016 2783
3017void fix_luck(void) { 2784void
3018 player *pl; 2785fix_luck ()
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2786{
2787 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2788 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2789 pl->ob->change_luck (0);
3022} 2790}
3023
3024 2791
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2792/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2793 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2794 * just treat this as any other spell casting object.
3028 */ 2795 */
3029
3030void 2796void
3031cast_dust (object * op, object * throw_ob, int dir) 2797cast_dust (object *op, object *throw_ob, int dir)
3032{ 2798{
3033 object *skop, *spob; 2799 object *skop, *spob;
3034 2800
3035 skop = find_skill_by_name (op, throw_ob->skill); 2801 skop = find_skill_by_name (op, throw_ob->skill);
3036 2802
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2803 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2804 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2805 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2806 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2807 return;
3043 } 2808 }
3044 2809
3045 spob = throw_ob->inv; 2810 spob = throw_ob->inv;
3046 2811
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2812 // 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 2813 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2814 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2815 if (!spob)
3051 { 2816 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2817 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; 2818 return;
3055 } 2819 }
3056 2820
3057 if (op->type == PLAYER) 2821 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2822 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2823
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2824 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2825
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2826 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2827}
3066 2828
2829void
3067void make_visible (object *op) { 2830make_visible (object *op)
3068 op->hide = 0; 2831{
2832 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2833 op->invisible = 0;
2834
3070 if(op->type==PLAYER) { 2835 if (op->type == PLAYER)
2836 {
3071 op->contr->tmp_invis = 0; 2837 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2838 op->contr->invis_race = 0;
3073 } 2839 }
2840
3074 update_object(op,UP_OBJ_FACE); 2841 update_object (op, UP_OBJ_CHANGE);
3075} 2842}
3076 2843
2844int
3077int is_true_undead(object *op) { 2845is_true_undead (object *op)
3078 object *tmp=NULL; 2846{
3079 2847 if (op->arch->flag [FLAG_UNDEAD])
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2848 return 1;
3081 2849
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; 2850 return 0;
3087} 2851}
3088 2852
3089/* look at the surrounding terrain to determine 2853/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2854 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2855 * indicate greater hideability.
3092 */ 2856 */
3093 2857int
3094int hideability(object *ob) { 2858hideability (object *ob)
2859{
3095 int i,level=0, mflag; 2860 int i, level = 0, mflag;
3096 sint16 x,y; 2861 sint16 x, y;
3097 2862
3098 if(!ob||!ob->map) return 0; 2863 if (!ob || !ob->map)
2864 return 0;
3099 2865
3100 /* so, on normal lighted maps, its hard to hide */ 2866 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2867 level = ob->map->darklevel () - 2;
3102 2868
3103 /* this also picks up whether the object is glowing. 2869 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2870 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2871 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2872 if (ob->has_carried_lights ())
2873 level = -(10 + (2 * ob->map->darklevel ()));
3107 2874
3108 /* scan through all nearby squares for terrain to hide in */ 2875 /* 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]) { 2876 for (i = 0, x = ob->x, y = ob->y;
2877 i <= SIZEOFFREE1;
2878 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2879 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2881 if (mflag & P_OUT_OF_MAP)
2882 continue;
2883
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2884 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2885 level += 2;
3114 else /* open terrain! */ 2886 else /* open terrain! */
3115 level -= 1; 2887 level -= 1;
3116 } 2888 }
3117 2889
3118#if 0 2890#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2891 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2892#endif
3121 return level; 2893 return level;
3122} 2894}
3123 2895
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2896/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2897 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2898 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2899 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2900 */
3129 2901void
3130void do_hidden_move (object *op) { 2902do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2903{
3132 object *skop; 2904 int hide = 0;
3133 2905
3134 if(!op || !op->map) return; 2906 if (!op || !op->map)
2907 return;
3135 2908
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2909 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2910 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2911
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2912 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2913 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2914 if (!skop || num >= skop->level)
2915 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2916 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); 2917 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2918 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2919 }
2920 else
2921 num += 20;
2922
2923 num += op->map->difficulty;
2924 hide = hideability (op); /* modify by terrain hidden level */
2925 num -= hide;
2926
2927 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2928 {
2929 make_visible (op);
2930
2931 if (op->type == PLAYER)
2932 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2933 }
3154 else if (op->type == PLAYER && skop) { 2934 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2935 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2936}
3158 2937
3159/* determine if who is standing near a hostile creature. */ 2938/* determine if who is standing near a hostile creature. */
3160 2939
2940int
3161int stand_near_hostile( object *who ) { 2941stand_near_hostile (object *who)
2942{
3162 object *tmp=NULL; 2943 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2944 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2945 maptile *m;
3165 sint16 x,y; 2946 sint16 x, y;
3166 2947
3167 if(!who) return 0; 2948 if (!who)
3168
3169 if(who->type==PLAYER) player=1;
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3171
3172 /* search adjacent squares */
3173 for(i=1;i<9;i++) {
3174 x = who->x+freearr_x[i];
3175 y = who->y+freearr_y[i];
3176 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space.
3180 */
3181 if (mflags & P_OUT_OF_MAP) continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3183
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3185 if((player||friendly)
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3187 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 }
3194 }
3195 }
3196 return 0; 2949 return 0;
3197}
3198 2950
2951 if (who->type == PLAYER)
2952 player = 1;
2953
2954 else
2955 friendly = who->flag [FLAG_FRIENDLY];
2956
2957 /* search adjacent squares */
2958 for (i = 1; i < 9; i++)
2959 {
2960 x = who->x + freearr_x[i];
2961 y = who->y + freearr_y[i];
2962 m = who->map;
2963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2964 /* space must be blocked if there is a monster. If not
2965 * blocked, don't need to check this space.
2966 */
2967 if (mflags & P_OUT_OF_MAP)
2968 continue;
2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2970 continue;
2971
2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2973 {
2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2975 return 1;
2976 else if (tmp->type == PLAYER)
2977 return 1;
2978 }
2979 }
2980 return 0;
2981}
2982
3199/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2991 * 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. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2993 * -b.t.
3210 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
3211 */ 2995 */
3212 2996int
3213int player_can_view (object *pl,object *op) { 2997player_can_view (object *pl, object *op)
2998{
3214 rv_vector rv; 2999 rv_vector rv;
3215 int dx,dy; 3000 int dx, dy;
3216 3001
3217 if(pl->type!=PLAYER) { 3002 if (pl->type != PLAYER)
3003 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3004 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3005 return -1;
3220 } 3006 }
3221 if (!pl || !op) return 0;
3222 3007
3223 if(op->head) { op = op->head; } 3008 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; 3009 return 0;
3247}
3248 3010
3249/* routine for both players and monsters. We call this when 3011 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 3012
3251 * place or invisiblity spell. Artefact invisiblity is not 3013 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 3014
3253 * return 0. 3015 /* starting with the 'head' part, lets loop
3016 * through the object and find if it has any
3017 * part that is in the los array but isn't on
3018 * a blocked los square.
3019 * we use the archetype to figure out offsets.
3254 */ 3020 */
3255int action_makes_visible (object *op) { 3021 while (op)
3022 {
3023 dx = rv.distance_x + op->arch->x;
3024 dy = rv.distance_y + op->arch->y;
3256 3025
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3026 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; 3027 return 1;
3267 } 3028
3029 op = op->more;
3268 } 3030 }
3031
3269 return 0; 3032 return 0;
3270} 3033}
3271 3034
3272/* op_on_battleground - checks if the given object op (usually 3035/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3036 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3037 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3038 * -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 3039 * 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 3040 * 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 3041 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3042 */
3043int
3280int op_on_battleground (object *op, int *x, int *y) { 3044op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3045{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3046 /* 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), 3047 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3048 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3053 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_IS_FLOOR])
3292 strcmp(tmp->name, "battleground")==0 && 3055 {
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3056 if (tmp->flag [FLAG_NO_PICK]
3057 && tmp->type == BATTLEGROUND
3058 && tmp->name == shstr_battleground
3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3060 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3061 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3062 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) { 3063 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3064 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3065 {
3300 if (x != NULL && y != NULL) 3066 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3067 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3068
3302 return 1; 3069 return 1;
3303 }
3304 } 3070 }
3305 } 3071
3306 if (x != NULL && y != NULL) 3072 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3073 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3074
3308 return 1; 3075 return 1;
3076 }
3309 } 3077 }
3310 }
3311 } 3078 }
3079
3312 /* If we got here, did not find a battleground */ 3080 /* If we got here, did not find a battleground */
3313 return 0; 3081 return 0;
3314} 3082}
3315 3083
3316/* 3084/*
3320 * attributes: 3088 * attributes:
3321 * object *who the dragon player 3089 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3090 * int atnr the attack-number of the ability focus
3323 * int level ability level 3091 * int level ability level
3324 */ 3092 */
3093void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3094dragon_ability_gain (object *who, int atnr, int level)
3095{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3096 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3097 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3098 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3099 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3100 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3101 int i = 0, j = 0;
3332 3102
3333 /* get the appropriate treasurelist */ 3103 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3104 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3105 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3106 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3107 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3108 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3109 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3110 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3111 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3112
3343 if (trlist == NULL || who->type != PLAYER) 3113 if (trlist == NULL || who->type != PLAYER)
3114 return;
3115
3116 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3117
3118 if (!tr || !tr->item)
3119 {
3120 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3121 return;
3122 }
3123
3124 /* everything seems okay - now bring on the gift: */
3125 item = tr->item;
3126
3127 if (item->type == SPELL)
3128 {
3129 if (check_spell_known (who, item->name))
3344 return; 3130 return;
3345 3131
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3132 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3133 do_learn_spell (who, item, 0);
3348 3134 return;
3349 if (tr == NULL || tr->item == NULL) { 3135 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3136
3137 /* grant direct spell */
3138 if (item->type == SPELLBOOK)
3139 {
3140 if (!item->inv)
3141 {
3142 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3143 return;
3144 }
3145 if (check_spell_known (who, item->inv->name))
3351 return; 3146 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) { 3147 if (item->invisible)
3148 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3149 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); 3150 do_learn_spell (who, item->inv, 0);
3378 return; 3151 return;
3379 } 3152 }
3380 } 3153 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3154 else if (item->type == SKILL_TOOL && item->invisible)
3155 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3156 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3157 {
3383 3158
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3159 /* 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 3160 * 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, 3161 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3162 * but not all of them, he gets nothing.
3388 */ 3163 */
3389 if (!(skop->attacktype & item->attacktype)) { 3164 if (!(skop->attacktype & item->attacktype))
3165 {
3390 /* Give new attacktype */ 3166 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3167 skop->attacktype |= item->attacktype;
3392 3168
3393 /* always add physical if there's none */ 3169 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3170 skop->attacktype |= AT_PHYSICAL;
3395 3171
3396 if (item->msg != NULL) 3172 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3173 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3174
3399 /* Give player new face */ 3175 /* Give player new face */
3400 if (item->animation_id) { 3176 if (item->animation_id)
3177 {
3401 who->face = skop->face; 3178 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3179 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3180 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3181 who->last_anim = 0;
3405 who->state = 0; 3182 who->state = 0;
3406 animate_object(who, who->direction); 3183 animate_object (who, who->direction);
3407 } 3184 }
3408 } 3185 }
3409 } 3186 }
3410 } 3187 }
3411 else if (item->type == FORCE) { 3188 else if (item->type == FORCE)
3189 {
3412 /* forces in the treasurelist can alter the player's stats */ 3190 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3191 object *skin;
3192
3414 /* first get the dragon skin force */ 3193 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3194 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3195 ;
3417 if (skin == NULL) return; 3196
3418 3197 if (!skin)
3198 return;
3199
3419 /* adding new spellpath attunements */ 3200 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3201 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3202 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3203 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3204
3423 /* print message */ 3205 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3206 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3207 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3208 {
3426 if(item->path_attuned & (1<<i)) { 3209 if (item->path_attuned & (1 << i))
3210 {
3427 if (j) 3211 if (j)
3428 strcat(buf," and "); 3212 strcat (buf, " and ");
3429 else 3213 else
3430 j = 1; 3214 j = 1;
3431 strcat(buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3432 } 3216 }
3433 } 3217 }
3218
3434 strcat(buf,"."); 3219 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3221 }
3437 3222
3438 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG(skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG(skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3230
3446 /* print message if there is one */ 3231 /* print message if there is one */
3447 if (item->msg != NULL) 3232 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3234 }
3235 else
3449 } 3236 {
3450 else {
3451 /* generate misc. treasure */ 3237 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3238 tmp = tr->item->instance ();
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3239 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); 3240 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3241 }
3458} 3242}
3459 3243
3460/** 3244//-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 3245
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3246sint8
3468 if (pl->ranges[i] == ob) { 3247player::darkness_at (maptile *map, int x, int y) const
3469 pl->ranges[i] = NULL; 3248{
3470 if (pl->shoottype == i) { 3249 if (!ns)
3471 pl->shoottype = range_none; 3250 return LOS_BLOCKED;
3472 } 3251
3473 } 3252 int dx, dy;
3474 } 3253 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3254 return LOS_BLOCKED;
3255
3256 x += dx - ns->current_x;
3257 y += dy - ns->current_y;
3258
3259 return blocked_los (x, y);
3475} 3260}
3261
3262void
3263player::infobox (const char *title, const char *msg, int color)
3264{
3265 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3266}
3267
3268void
3269player::statusmsg (const char *msg, int color)
3270{
3271 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3272}
3273
3274void
3275player::failmsg (const char *msg, int color)
3276{
3277 play_sound (sound_find ("generic_failure"));
3278 statusmsg (msg, color);
3279}
3280
3281void
3282object::failmsgf (const char *format, ...)
3283{
3284 if (!contr)
3285 return;
3286
3287 va_list ap;
3288 va_start (ap, format);
3289 contr->failmsg (vformat (format, ap));
3290 va_end (ap);
3291}
3292
3293void
3294player::failmsgf (const char *format, ...)
3295{
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300}
3301

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