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Comparing deliantra/server/server/player.C (file contents):
Revision 1.10 by root, Tue Aug 29 07:54:38 2006 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.10 2006/08/29 07:54:38 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 37
58player* find_player_partial_name( const char* plname ) 38/* This loads the first map an puts the player on it. */
59 { 39static void
60 player* pl; 40set_first_map (object *op)
61 player* found = NULL; 41{
62 size_t namelen = strlen( plname ); 42 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 43 op->x = -1;
64 { 44 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 45}
104 46
105void send_rules(const object *op) { 47void
106 char buf[MAX_BUF]; 48player::activate ()
107 char rules[HUGE_BUF]; 49{
108 FILE *fp; 50 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
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 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
122 { 193 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 194 case SKILL:
124 break; 195 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 196 break;
167 } 197
168 strncat(news+size,buf,HUGE_BUF-size); 198 case WAND:
169 size+=strlen(buf); 199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
170 } 208 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 209
181int playername_ok(const char *cp) { 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 211 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 212}
190 213
191/* This no longer sets the player map. Also, it now updates 214void
192 * all the pointers so the caller doesn't need to do that. 215player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 216{
194 */ 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
195 220
196/* Redo this to do both get_player_ob and get_player. 221void
197 * Hopefully this will be less bugfree and simpler. 222player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 223{
199 * we create a new one. Otherwise, we recycle 224 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 225 do_los = 1;
201 */ 226}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 227
206 if (!p) { 228player::player ()
207 p = (player *) malloc(sizeof(player)); 229{
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 230 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 231 * we deal with that below this point.
236 */ 232 */
237 p->party=NULL; 233 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 234 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 236
243#ifdef AUTOSAVE 237 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 238
245#endif 239 gen_sp_armour = 10;
240 bowtype = bow_normal;
241 petmode = pet_normal;
242 usekeys = containers;
243 peaceful = 1; /* default peaceful */
244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
248}
249
250void
251player::do_destroy ()
252{
253 disconnect ();
254
255 attachable::do_destroy ();
256
257 if (ob)
246 258 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 259 ob->destroy_inv (false);
260 ob->destroy ();
248 261 }
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 */
257 262
258 roll_stats(op); 263 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} 264}
300 265
301 266player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 267{
305 strcpy(op->contr->maplevel, first_map_path); 268 /* Clear item stack */
306 op->x = -1; 269 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 270}
310 271
311/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
313 * mode. 274 * mode.
314 */ 275 */
276player *
277player::create ()
278{
279 player *pl = new player;
315 280
316int add_player(NewSocket *ns) { 281 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 282
319 p=get_player(NULL); 283 pl->ob->roll_stats ();
320 p->socket = *ns; 284 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 285 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 286
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); 287 set_first_map (pl->ob);
331 288
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; 289 return pl;
339} 290}
340 291
341/* 292/*
342 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
345 */ 296 */
297archetype *
346archetype *get_player_archetype(archetype* at) 298get_player_archetype (archetype *at)
347{ 299{
348 archetype *start = at; 300 // archetypes could have been reloaded
349 for (;;) { 301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 302
351 at=first_archetype; 303 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 304 return at;
356 if (at == start) { 305
357 LOG (llevError, "No Player archetypes\n"); 306 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 307
359 } 308 for (;;)
360 } 309 {
361} 310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
362 314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318}
363 319
320object *
364object *get_nearest_player(object *mon) { 321get_nearest_player (object *mon)
322{
365 object *op = NULL; 323 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 324 objectlink *ol;
368 unsigned lastdist; 325 unsigned lastdist;
369 rv_vector rv; 326 rv_vector rv;
370 327
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 329 {
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)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 331 continue;
398 332
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 333 if (lastdist > rv.distance)
408 op=pl->ob; 334 {
335 op = ol->ob;
409 lastdist=rv.distance; 336 lastdist = rv.distance;
337 }
410 } 338 }
411 } 339
412 } 340 for_all_players (pl)
341 if (can_detect_enemy (mon, pl->ob, &rv))
342 if (lastdist > rv.distance)
343 {
344 op = pl->ob;
345 lastdist = rv.distance;
346 }
347
413#if 0 348#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 349 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 350#endif
416 return op; 351 return op;
417} 352}
418 353
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 354/* 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 355 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 356 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 370 * 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 371 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 372 * is probably not a good thing.
438 */ 373 */
439#define MAX_SPACES 50 374#define MAX_SPACES 50
440
441 375
442/* 376/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * 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 378 * 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 379 * 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. 392 * 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, 393 * 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 394 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 395 * is blocking itself.
462 */ 396 */
397int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 398path_to_player (object *mon, object *pl, unsigned mindiff)
399{
464 rv_vector rv; 400 rv_vector rv;
465 sint16 x,y; 401 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 402 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 403 maptile *m, *lastmap;
468 404
469 get_rangevector(mon, pl, &rv, 0); 405 get_rangevector (mon, pl, &rv, 0);
470 406
471 if (rv.distance<mindiff) return 0; 407 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 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);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
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
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * 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
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
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 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
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;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
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; 408 return 0;
724}
725 409
726void confirm_password(object *op) { 410 x = mon->x;
411 y = mon->y;
412 m = mon->map;
413 dir = rv.direction;
414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 416
728 op->contr->write_buf[0]='\0'; 417 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 418 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 419 return 0;
731}
732 420
421 while (diff > 1 && max > 0)
422 {
423 lastx = x;
424 lasty = y;
425 lastmap = m;
426 x = lastx + freearr_x[dir];
427 y = lasty + freearr_y[dir];
428
429 mflags = get_map_flags (m, &m, x, y, &x, &y);
430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
431
432 /* Space is blocked - try changing direction a little */
433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
434 && (m == mon->map && blocked_link (mon, m, x, y))))
435 {
436 /* recalculate direction from last good location. Possible
437 * we were not traversing ideal location before.
438 */
439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
440 if (rv.direction != dir)
441 {
442 /* OK - says direction should be different - lets reset the
443 * the values so it will try again.
444 */
445 x = lastx;
446 y = lasty;
447 m = lastmap;
448 dir = firstdir = rv.direction;
449 }
450 else
451 {
452 /* direct path is blocked - try taking a side step to
453 * either the left or right.
454 * Note increase the values in the loop below to be
455 * more than -1/1 respectively will mean the monster takes
456 * bigger detour. Have to be careful about these values getting
457 * too big (3 or maybe 4 or higher) as the monster may just try
458 * stepping back and forth
459 */
460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 {
462 if (i == 0)
463 continue; /* already did this, so skip it */
464 /* Use lastdir here - otherwise,
465 * since the direction that the creature should move in
466 * may change, you could get infinite loops.
467 * ie, player is northwest, but monster can only
468 * move west, so it does that. It goes some distance,
469 * gets blocked, finds that it should move north,
470 * can't do that, but now finds it can move east, and
471 * gets back to its original point. lastdir contains
472 * the last direction the creature has successfully
473 * moved.
474 */
475
476 x = lastx + freearr_x[absdir (lastdir + i)];
477 y = lasty + freearr_y[absdir (lastdir + i)];
478 m = lastmap;
479 mflags = get_map_flags (m, &m, x, y, &x, &y);
480 if (mflags & P_OUT_OF_MAP)
481 continue;
482 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
483 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
484 continue;
485 if (mflags & P_BLOCKSVIEW)
486 continue;
487
488 if (m == mon->map && blocked_link (mon, m, x, y))
489 break;
490 }
491 /* go through entire loop without finding a valid
492 * sidestep to take - thus, no valid path.
493 */
494 if (i == (DETOUR_AMOUNT + 1))
495 return 0;
496 diff--;
497 lastdir = dir;
498 max--;
499 if (!firstdir)
500 firstdir = dir + i;
501 } /* else check alternate directions */
502 } /* if blocked */
503 else
504 {
505 /* we moved towards creature, so diff is less */
506 diff--;
507 max--;
508 lastdir = dir;
509 if (!firstdir)
510 firstdir = dir;
511 }
512
513 if (diff <= 1)
514 {
515 /* Recalculate diff (distance) because we may not have actually
516 * headed toward player for entire distance.
517 */
518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
520 }
521
522 if (diff > max)
523 return 0;
524 }
525
526 /* If we reached the max, didn't find a direction in time */
527 if (!max)
528 return 0;
529
530 return firstdir;
531}
532
533void
534give_initial_items (object *pl, treasurelist *items)
535{
536 if (pl->randomitems)
537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
538
539 for (object *next, *op = pl->inv; op; op = next)
540 {
541 next = op->below;
542
543 /* Forces get applied per default, unless they have the
544 * flag "neutral" set. Sorry but I can't think of a better way
545 */
546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
547 SET_FLAG (op, FLAG_APPLIED);
548
549 /* we never give weapons/armour if these cannot be used
550 * by this player due to race restrictions
551 */
552 if (pl->type == PLAYER)
553 {
554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
556 (op->type == ARMOUR || op->type == BOOTS
557 || op->type == CLOAK || op->type == HELMET
558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
561 {
562 op->destroy ();
563 continue;
564 }
565 }
566
567 /* Here we remove duplicated skills (as duplicated spell objects have
568 * _very_ confusing effects for players), which could for instance be
569 * generated by bad treasurelists. - elmex
570 */
571 if (op->type == SKILL)
572 {
573 for (object *tmp = op->below; tmp; tmp = tmp->below)
574 if (tmp->type == op->type && tmp->name == op->name)
575 {
576 op->destroy ();
577 LOG (llevError,
578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
579 break;
580 }
581
582 if (op->nrof > 1)
583 op->nrof = 1;
584 }
585
586 if (op->type == SPELLBOOK && op->inv)
587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
588
589 /* Give starting characters identified, uncursed, and undamned
590 * items. Just don't identify gold or silver, or it won't be
591 * merged properly.
592 */
593 if (need_identify (op))
594 {
595 SET_FLAG (op, FLAG_IDENTIFIED);
596 CLEAR_FLAG (op, FLAG_CURSED);
597 CLEAR_FLAG (op, FLAG_DAMNED);
598 }
599
600 if (op->type == SPELL)
601 {
602 op->destroy ();
603 continue;
604 }
605 else if (op->type == SKILL)
606 {
607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
608 op->stats.exp = 0;
609 op->level = 1;
610 }
611 else /* lock all 'normal items by default */
612 SET_FLAG (op, FLAG_INV_LOCKED);
613 } /* for loop of objects in player inv */
614
615 /* Need to set up the skill pointers */
616 pl->contr->link_skills ();
617}
618
619void
733void get_party_password(object *op, partylist *party) { 620get_party_password (object *op, partylist *party)
621{
734 if (party == NULL) { 622 if (party == NULL)
623 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 624 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 625 return;
737 } 626 }
627
738 op->contr->write_buf[0]='\0'; 628 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 632}
743
744 633
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
635static int
746int roll_stat(void) { 636roll_stat (void)
637{
747 int a[4],i,j,k; 638 int a[4], i, j, k;
748 639
749 for(i=0;i<4;i++) 640 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 641 a[i] = (int) rndm (6) + 1;
751 642
752 for(i=0,j=0,k=7;i<4;i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 644 if (a[i] < k)
754 k=a[i],j=i; 645 k = a[i], j = i;
755 646
756 for(i=0,k=0;i<4;i++) { 647 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 648 if (i != j)
758 k+=a[i]; 649 k += a[i];
759 } 650
760 return k; 651 return k;
761} 652}
762 653
763void roll_stats(object *op) { 654void
655object::roll_stats ()
656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
764 int sum=0; 661 int sum = 0;
765 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
767 664
768 do { 665 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 666 break;
770 op->stats.Dex=roll_stat(); 667 }
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);
780 668
781 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 670 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;
789 671
790 /* a quick and dirty bubblesort? */ 672 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]; 673 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];
809 674
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; 675 stats.exp = 0;
821 op->stats.ac=0; 676 stats.ac = 0;
822 677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
823 op->contr->levhp[1] = 9; 684 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 685 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 686 contr->levgrace[1] = 3;
826 687
827 fix_player(op); 688 contr->orig_stats = stats;
689 }
690}
691
692void
693object::swap_stats (int a, int b)
694{
695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
696
697 for (int i = 0; i < NUM_STATS; ++i)
698 stats.stat (i) = contr->orig_stats.stat (i);
699
700 //TODO: the following code looks so borked and should, at the very least,
701 // be merged with the similar code in roll_stats
702 stats.ac = 0;
703
704 level = 1;
705 stats.exp = 0;
706 stats.ac = 0;
707
828 op->stats.hp = op->stats.maxhp; 708 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 709 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 710 stats.grace = stats.maxgrace;
711
712 if (contr)
713 {
714 contr->levhp[1] = 9;
715 contr->levsp[1] = 6;
716 contr->levgrace[1] = 3;
717
831 op->contr->orig_stats=op->stats; 718 contr->orig_stats = stats;
719 }
832} 720}
833 721
834void Roll_Again(object *op) 722static void
723start_info (object *op)
835{ 724{
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]; 725 char buf[MAX_BUF];
844 726
845 if ( op->contr->Swap_First == -1 ) { 727 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); 728 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} 729}
953 730
954/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
958 * not the class. 735 * not the class.
959 */ 736 */
960 737void
961int key_change_class(object *op, char key) 738player::chargen_race_done ()
962{ 739{
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 */ 740 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 741 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 742
743 treasurelist *tl = treasurelist::find ("starting_wealth");
744 if (tl)
745 create_treasure (tl, ob, 0, 0, 0);
746
977 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
979 749
980 op->contr->state=ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
981 751
982 if (op->msg) { 752 if (ob->msg)
983 free_string(op->msg); 753 ob->msg = 0;
984 op->msg=NULL;
985 }
986 754
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); 755 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 757 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 758 esrv_send_inventory (ob, ob);
1001 fix_player(op); 759 ob->update_stats ();
1002 760
1003 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
1004 * is one for this race 762 * is one for this race
1005 */ 763 */
1006 if(*first_map_ext_path) { 764 if (*first_map_ext_path)
1007 object *tmp; 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 766 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"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 768}
1023 return 0;
1024 }
1025 769
770void
771player::chargen_race_next ()
772{
1026 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1028 */ 775 */
1029 776
1030 tmp_loop = 0; 777 do
1031 while(!tmp_loop) { 778 {
1032 const char *name = add_string (op->name); 779 shstr name = ob->name;
1033 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 781
1035 remove_ob (op); 782 ob->remove_statbonus ();
783 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 785 ob->arch->copy_to (ob);
1038 op->instantiate (); 786 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 788 ob->name = ob->name_pl = name;
1041 op->name = name; 789 ob->x = x;
1042 free_string(op->name_pl); 790 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 793 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 794 ob->add_statbonus ();
1050 add_statbonus(op);
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 } 795 }
796 while (!allowed_class (ob));
797
1055 update_object(op,UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 799 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 800 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 803 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} 804}
1066 805
1067int key_confirm_quit(object *op, char key) 806void
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) { 807flee_player (object *op)
808{
1113 int dir,diff; 809 int dir, diff;
1114 rv_vector rv; 810 rv_vector rv;
1115 811
1116 if(op->stats.hp < 0) { 812 if (op->stats.hp < 0)
813 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 816 return;
817 }
818
819 if (!op->enemy)
1120 } 820 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 823 return;
1126 } 824 }
1127 825
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)) { 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
827 {
1139 op->enemy=NULL; 828 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 830 return;
1142 } 831 }
832
1143 get_rangevector(op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1144 834
1145 dir=absdir(4+rv.direction); 835 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 836 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 } 837 {
838 int m = 1 - rndm (2) * 2;
839
840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
841 return;
842 }
843
1153 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 846 op->enemy = NULL;
1156} 847}
1157
1158 848
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* 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 850 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 851 * stop.
1162 */ 852 */
853int
1163int check_pick(object *op) { 854check_pick (object *op)
855{
1164 object *tmp, *next; 856 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 857 int stop = 0;
1167 int j, k, wvratio; 858 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 859
1171 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1173 return 1; 862 return 1;
1174 863
1175 op_tag = op->count;
1176
1177 next = op->below; 864 next = op->below;
1178 if (next) 865
1179 next_tag = next->count; 866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 868
1181 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 870 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 871 while (next && !next->destroyed ())
1184 { 872 {
1185 tmp = next; 873 tmp = next;
1186 next = tmp->below; 874 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 875
1190 if (was_destroyed (op, op_tag)) 876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
882 if (op->destroyed ())
1191 return 0; 883 return 0;
1192 884
1193 if ( ! can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1194 continue; 886 continue;
1195 887
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 889 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1200 continue; 893 continue;
1201 } 894 }
1202 895
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 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 896 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 897 if (op->contr->mode & PU_DEBUG)
1240 { 898 {
1241 /* some debugging code to figure out item information */ 899 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 900 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 901 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1245 (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", 903 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 905
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 906 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 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
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 } 907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
1280 /* philosophy: 915 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 916 * 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 917 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 918 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 919 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 920 * example.
1286 * The drawback: right now it has no frontend, so you need to 921 * 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 922 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 923 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 926 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 927 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 928 * meaning if any test passes, the item gets picked up. */
1294 929
1295 /* if mode is set to pick nothing up, return */ 930 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 931 if (op->contr->mode == PU_NOTHING)
932 return 1;
1298 933
1299 /* if mode is set to stop when encountering objects, return */ 934 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 935 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 936 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 937 if (op->contr->mode & PU_STOP)
938 return 0;
1304 939
1305 /* useful for going into stores and not losing your settings... */ 940 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 941 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 942 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
1309 945
1310 /* prevent us from turning into auto-thieves :) */ 946 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
1312 949
1313 /* ignore known cursed objects */ 950 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
1315 953
1316 /* all food and drink if desired */ 954 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 955 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 956 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 957 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1321 if(op->contr->mode & PU_DRINK) 963 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1324 969
1325 if(op->contr->mode & PU_POTION) 970 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 971 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1328 976
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 977 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 978 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 979 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
1333 if(op->contr->mode & PU_SKILLSCROLL) 985 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 986 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
1336 if(op->contr->mode & PU_READABLES) 992 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
1339 998
1340 /* wands/staves/rods/horns */ 999 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1344 1006
1345 /* pick up all magical items */ 1007 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1008 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1349 1014
1350 if(op->contr->mode & PU_VALUABLES) 1015 if (op->contr->mode & PU_VALUABLES)
1351 { 1016 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1017 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1354 } 1022 }
1355 1023
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1025 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1026 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 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)
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 && QUERY_FLAG (tmp, 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 { 1108 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1109 if (tmp->type == WEAPON)
1398 { 1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1111 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1112 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1113 continue;
1402 } 1114 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
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 } 1115 }
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 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1142 else
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
1437 continue; 1147 CHK_PICK_PICKUP;
1438 } 1148 continue;
1149 }
1150 } /* the new pickup model */
1439 } 1151 }
1440 } /* the new pickup model */ 1152
1441 }
1442 return ! stop; 1153 return !stop;
1443} 1154}
1444 1155
1445/* 1156/*
1446 * Find an arrow in the inventory and after that 1157 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1158 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1159 * found object is returned.
1449 */ 1160 */
1161object *
1450object *find_arrow(object *op, const char *type) 1162find_arrow (object *op, const char *type)
1451{ 1163{
1452 object *tmp = NULL; 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1453 1167
1454 for(op=op->inv; op; op=op->below) 1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1170 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1171 {
1458 else if (op->type==ARROW && op->race==type) 1172 splay (tmp);
1173 return arrow;
1174 }
1175
1459 return op; 1176 return 0;
1460 return tmp;
1461} 1177}
1462 1178
1463/* 1179/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * 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 1181 * 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 1182 * 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. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1184 */
1469 1185object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1187{
1472 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1474 1190
1475 if (!type) 1191 if (!type)
1476 return NULL; 1192 return NULL;
1477 1193
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1194 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1195 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1197 {
1198 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1483 if (i > betterby) { 1201 if (i > betterby)
1484 tmp = ntmp; 1202 {
1485 betterby = i; 1203 tmp = ntmp;
1486 } 1204 betterby = i;
1205 }
1206 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1207 else if (arrow->type == ARROW && arrow->race == type)
1208 {
1488 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1210 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1211 {
1491 if (arrow->attacktype & AT_DEATH) { 1212 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1213 {
1493 return arrow; 1214 *better = 100;
1494 } else { 1215 return arrow;
1495 tmp = arrow; 1216 }
1217 else
1218 {
1219 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1220 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1221 }
1498 } else { 1222 }
1223 else
1224 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1226 {
1500 attacktype = 1<<attacknum; 1227 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1230 {
1231 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1233 }
1506 } 1234 }
1235
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1237 {
1238 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1240 }
1241
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1243 {
1244 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1246 }
1247 }
1248 }
1515 } 1249 }
1516 } 1250
1517 }
1518 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1252 return find_arrow (op, type);
1520 1253
1521 *better = betterby; 1254 *better = betterby;
1522 return tmp; 1255 return tmp;
1523} 1256}
1524 1257
1525/* looks in a given direction, finds the first valid target, and calls 1258/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1260 * op = the shooter
1528 * type = bow->race 1261 * type = bow->race
1529 * dir = fire direction 1262 * dir = fire direction
1530 */ 1263 */
1531 1264object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1266{
1534 object *tmp = NULL; 1267 object *tmp = NULL;
1535 mapstruct *m; 1268 maptile *m;
1536 int i, mflags, found, number; 1269 int i, mflags, found, number;
1537 sint16 x, y; 1270 sint16 x, y;
1538 1271
1539 if (op->map == NULL) 1272 if (op->map == NULL)
1540 return find_arrow(op, type); 1273 return find_arrow (op, type);
1541 1274
1542 /* do a dex check */ 1275 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1276 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))) 1277 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1278 return find_arrow (op, type);
1546 1279
1547 m = op->map; 1280 m = op->map;
1548 x = op->x; 1281 x = op->x;
1549 y = op->y; 1282 y = op->y;
1550 1283
1551 /* find the first target */ 1284 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1285 for (i = 0, found = 0; i < 20; i++)
1286 {
1553 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1292 {
1558 break; 1293 tmp = 0;
1294 break;
1295 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1297 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1562 */ 1300 */
1563 tmp = NULL; 1301 tmp = 0;
1564 break; 1302 break;
1565 } 1303 }
1304
1566 if (mflags & P_IS_ALIVE) { 1305 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1308 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1309 }
1576 if (tmp == NULL) 1310
1311 if (!tmp)
1577 return find_arrow(op, type); 1312 return find_arrow (op, type);
1578 1313
1579 if (tmp->head) 1314 if (tmp->head)
1580 tmp = tmp->head; 1315 tmp = tmp->head;
1581 1316
1582 return find_better_arrow(op, tmp, type, &i); 1317 return find_better_arrow (op, tmp, type, &i);
1583} 1318}
1584 1319
1585/* 1320/*
1586 * Creature fires a bow - op can be monster or player. Returns 1321 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1322 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1325 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1326 * 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 1327 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1328 * player fire modes.
1594 */ 1329 */
1330int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1332{
1598 object *left, *bow; 1333 object *left, *bow;
1599 tag_t left_tag, tag; 1334 int mflags;
1600 int bowspeed, mflags; 1335 maptile *m;
1601 mapstruct *m;
1602 1336
1603 if (!dir) { 1337 if (!dir)
1338 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1340 return 0;
1341 }
1342
1343 if (op->contr)
1344 bow = op->current_weapon;
1345 else
1606 } 1346 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* 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. 1349 * don't need to switch back and forth between bows and weapons.
1613 */ 1350 */
1614 if(bow->type==BOW) 1351 if (bow->type == BOW)
1615 break; 1352 break;
1616 1353
1617 if (!bow) { 1354 if (!bow)
1355 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1357 return 0;
1620 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1621 } 1362 }
1363
1622 if( !bow->race || !bow->skill) { 1364 if (!bow->race || !bow->skill)
1365 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1367 return 0;
1625 } 1368 }
1626 1369
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) { 1370 if (arrow == NULL)
1371 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1373 {
1637 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1375 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 */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1377 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1643 return 0; 1380 return 0;
1644 } 1381 }
1645 } 1382 }
1383
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1385 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1386 return 0;
1649 } 1387
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1388 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1389 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1391 return 0;
1653 } 1392 }
1654 1393
1655 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1395 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1398 arrow->destroy ();
1399 return 0;
1400 }
1661 1401
1662 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1403 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1404 if (!arrow)
1665 if (arrow == NULL) { 1405 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1407 return 0;
1668 return 0;
1669 } 1408 }
1670 set_owner(arrow, op); 1409
1671 if (arrow->skill) free_string(arrow->skill); 1410 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1411 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1412 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1413
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 */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1417 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1418
1690 /* Note that this was different for monsters - they got their level 1419#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1420 if (player *pl = op->contr)
1692 */
1693 1421 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1422 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1698 /* update the speed */ 1436 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1438 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1439
1704 if (arrow->speed < 1.0) 1440 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1441 arrow->speed_left = 0;
1708 1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1444
1709 if (op->type == PLAYER) { 1445 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1446 {
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; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1448 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1454 }
1455 else
1456 {
1720 arrow->level = op->level; 1457 arrow->level = op->level;
1721 } 1458 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1459
1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1723 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1464 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1465
1727 arrow->map = m; 1466 wc -= arrow->level;
1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1472
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1474 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1475
1735 if (!was_destroyed(arrow, tag)) 1476 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1477 move_arrow (arrow);
1737 1478
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; 1479 return 1;
1745} 1480}
1746 1481
1747/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1483 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1484 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1485 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1486 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1487 * hence the function name.
1753 */ 1488 */
1489int
1754int player_fire_bow(object *op, int dir) 1490player_fire_bow (object *op, int dir)
1755{ 1491{
1756 int ret=0, wcmod=0; 1492 int ret;
1757 1493
1758 if (op->contr->bowtype == bow_bestarrow) { 1494 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1495 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1496 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); 1497 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1499 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1500 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, 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1502 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1503 else if (op->contr->bowtype == bow_threewide)
1504 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1505 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)]); 1506 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)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1508 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1509 else if (op->contr->bowtype == bow_spreadshot)
1510 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1511 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); 1512 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); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1514 }
1776 } else { 1515 else
1516 {
1777 /* Simple case */ 1517 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1519 }
1520
1780 return ret; 1521 return ret;
1781} 1522}
1782
1783 1523
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1786 */ 1526 */
1527void
1787void fire_misc_object(object *op, int dir) 1528fire_misc_object (object *op, int dir)
1788{ 1529{
1789 object *item; 1530 object *item = op->contr->ranged_ob;
1790 1531
1791 if (!op->contr->ranges[range_misc]) { 1532 if (!item)
1533 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1535 return;
1794 } 1536 }
1795 1537
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1538 if (!item->inv)
1539 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1541 return;
1800 } 1542 }
1801 if (item->type == WAND) { 1543
1802 if(item->stats.food<=0) { 1544 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1545 return;
1806 } 1546
1547 if (item->type == WAND)
1548 {
1549 if (item->stats.food <= 0)
1550 {
1551 op->contr->play_sound (sound_find ("wand_poof"));
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
1554 return;
1555 }
1556 }
1557 else if (item->type == ROD || item->type == HORN)
1558 {
1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1567 if (item->type == ROD)
1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1569 else
1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1571
1572 return;
1573 }
1574 }
1575
1576 if (cast_spell (op, item, dir, item->inv, NULL))
1577 {
1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1580 if (item->type == WAND)
1581 {
1582 if (!(--item->stats.food))
1583 {
1584 object *tmp;
1585
1586 if (item->arch)
1587 {
1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1589 item->face = item->arch->face;
1590 item->set_speed (0);
1591 }
1592
1593 if (object *pl = item->visible_to ())
1594 esrv_update_item (UPD_ANIM, pl, item);
1595 }
1596 }
1807 } else if (item->type == ROD || item->type==HORN) { 1597 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 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));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1598 drain_rod_charge (item);
1837 }
1838 } 1599 }
1839} 1600}
1840 1601
1841/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1842 */ 1603 */
1604bool
1843void fire(object *op,int dir) { 1605fire (object *op, int dir)
1606{
1844 int spellcost=0; 1607 int spellcost = 0;
1845 1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1846 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1631 if (action_makes_visible (op))
1632 make_visible (op);
1848 1633
1849 switch(op->contr->shoottype) { 1634 switch (ob->type)
1850 case range_none: 1635 {
1851 return; 1636 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1637 player_fire_bow (op, dir);
1855 return; 1638 break;
1856 1639
1857 case range_magic: /* Casting spells */ 1640 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1642 break;
1860 1643
1861 case range_misc: 1644 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 ); 1645 apply_map_builder (op, dir);
1646 break;
1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1651
1652 default:
1653 fire_misc_object (op, dir);
1654 break;
1655 }
1656
1657 return true;
1658}
1659
1660static object *
1661find_key_ (object *pl, object *container, object *door)
1662{
1663 object *tmp, *key;
1664
1665 /* Should not happen, but sanity checking is never bad */
1666 if (!container->inv)
1667 return 0;
1668
1669 /* First, lets try to find a key in the top level inventory */
1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1671 {
1672 if (door->type == DOOR && tmp->type == KEY)
1673 break;
1674
1675 /* For sanity, we should really check door type, but other stuff
1676 * (like containers) can be locked with special keys
1677 */
1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1679 break;
1680 }
1681
1682 /* No key found - lets search inventories now */
1683 /* If we find and use a key in an inventory, return at that time.
1684 * otherwise, if we search all the inventories and still don't find
1685 * a key, return
1686 */
1687 if (!tmp)
1688 {
1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1690 /* No reason to search empty containers */
1691 if (tmp->type == CONTAINER && tmp->inv)
1692 if ((key = find_key_ (pl, tmp, door)))
1693 return key;
1694
1695 if (!tmp)
1886 return; 1696 return 0;
1887 default: 1697 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1698
1889 return; 1699 /* We get down here if we have found a key. Now if its in a container,
1700 * see if we actually want to use it
1701 */
1702 if (pl != container)
1890 } 1703 {
1891} 1704 /* Only let players use keys in containers */
1705 if (!pl->contr)
1706 return 0;
1892 1707
1708 /* cases where this fails:
1709 * If we only search the player inventory, return now since we
1710 * are not in the players inventory.
1711 * If the container is not active, return now since only active
1712 * containers can be used.
1713 * If we only search keyrings and the container does not have
1714 * a race/isn't a keyring.
1715 * No checking for all containers - to fall through past here,
1716 * inv must have been an container and must have been active.
1717 *
1718 * Change the color so that the message doesn't disappear with
1719 * all the others.
1720 */
1721 if (pl->contr->usekeys == key_inventory
1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1724 {
1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1727 return NULL;
1728 }
1729 }
1893 1730
1731 return tmp;
1732}
1894 1733
1895/* find_key 1734/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1735 * 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 1736 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1737 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1739 * pl is the player,
1901 * inv is the objects inventory to searched 1740 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1741 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1742 * This function can be called recursively to search containers.
1904 */ 1743 */
1905 1744object *
1906object * find_key(object *pl, object *container, object *door) 1745find_key (object *pl, object *container, object *door)
1907{ 1746{
1908 object *tmp,*key; 1747 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 } 1748 {
1922 /* No key found - lets search inventories now */ 1749 // 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. 1750 // 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 1751 // of searching through containers ourselves.
1925 * a key, return 1752
1926 */ 1753 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 } 1754 }
1933 } 1755 else
1934 if (!tmp) return NULL; 1756 return find_key_ (pl, container, door);
1935 }
1936 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it
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} 1757}
1968 1758
1969/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1972 * 0 otherwise 1762 * 0 otherwise
1973 */ 1763 */
1764static int
1974static int player_attack_door(object *op, object *door) 1765player_attack_door (object *op, object *door)
1975{ 1766{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1767 /* 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 - 1768 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
1980 */ 1770 */
1981 object *key=find_key(op, op, door); 1771 object *key = find_key (op, op, door);
1982 1772
1983 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1984 if (key) { 1774 if (key)
1775 {
1985 object *container=key->env; 1776 object *container = key->env;
1986 1777
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1778 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1779 make_visible (op);
1780
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1782 spring_trap (door->inv, op);
1783
1990 if (door->type == DOOR) { 1784 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1786 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1787 {
1995 "You open the door with the %s", query_short_name(key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1790 }
1791
1998 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1794
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
1796 }
2004 } else if (door->type==LOCKED_DOOR) { 1797 else if (door->type == LOCKED_DOOR)
1798 {
2005 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1801 return 1;
2008 } 1802 }
1803
2009 return 0; 1804 return 0;
2010} 1805}
2011 1806
2012/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2017 */ 1812 */
2018 1813bool
2019void move_player_attack(object *op, int dir) 1814move_player_attack (object *op, int dir)
2020{ 1815{
2021 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2023 int on_battleground; 1822 int on_battleground;
2024 mapstruct *m;
2025 1823
2026 nx=freearr_x[dir]+op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2028 1826
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1827 on_battleground = op_on_battleground (op, 0, 0);
2030 1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
1831
2031 /* If braced, or can't move to the square, and it is not out of the 1832 /* 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 1833 * 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 1834 * 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 1835 * 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 1836 * 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 1837 * 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 1838 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1839 * move_ob uses.
2039 */ 1840 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1841 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 1842
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1843 /* 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. 1844 * 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 1845 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1846 * on the space
2057 */ 1847 */
2058 while (tmp!=NULL) { 1848 object *mon;
2059 if (tmp == op) { 1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1850 {
2061 continue; 1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
2062 } 1856 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1857
2064 mon = tmp;
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 */ 1858 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1859 return false; /* into a wall */
2074 1860
2075 if(mon->head != NULL)
2076 mon = mon->head; 1861 mon = mon->head_ ();
2077 1862
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1865 if (player_attack_door (op, mon))
1866 {
1867 --op->contr->weapon_sp_left;
1868 return true;
1869 }
2080 1870
2081 /* The following deals with possibly attacking peaceful 1871 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1872 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1873 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1874 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1875 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1876 * and thus will not push them.
2087 */ 1877 */
2088 1878
2089 /* If the creature is a pet, push it even if the player is not 1879 /* 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 1880 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 1881 * player owns it and it is either friendly or unagressive.
2092 */ 1882 */
2093 if ((op->type==PLAYER) 1883 if (op->type == PLAYER
2094#if COZY_SERVER 1884 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1885 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 1886 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 1888 {
2106 /* If we're braced, we don't want to switch places with it */ 1889 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 1890 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1891 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 1892
1893 if (op->speed_left > 0.f)
1894 {
1895 --op->speed_left;
1896
1897 op->play_sound (sound_find ("push_player"));
1898 push_ob (mon, dir, op);
1899
1900 if (action_makes_visible (op))
1901 make_visible (op);
1902
1903 return true;
1904 }
1905 else
1906 return false;
1907 }
1908
2114 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 1911 * someone, but put it inside this loop so that you won't
2117 * attack them either. 1912 * attack them either.
2118 */ 1913 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 1916 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
1921 {
1922 --op->speed_left;
1923
1924 if (!op->contr->braced)
2128 )) { 1925 {
2129 if (!op->contr->braced) { 1926 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1927 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 1928 }
2132 } else { 1929 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
1931
1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1933 make_visible (op);
1934
1935 return true;
1936 }
2134 } 1937 }
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 1938 /* 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. 1939 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1940 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1942 {
1943 if (op->speed_left > 0.f)
1944 {
1945 --op->speed_left;
1946
2142 recursive_roll(mon,dir,op); 1947 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1948 if (action_makes_visible (op))
2144 } 1949 make_visible (op);
2145 1950
1951 return true;
1952 }
1953 }
2146 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1955 * 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: 1956 * 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 1957 * 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. 1958 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1959 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 1962 {
1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1964 {
1965 --op->contr->weapon_sp_left;
2156 1966
2157 /* If the player hasn't hit something this tick, and does 1967 skill_attack (mon, op, 0, 0, 0);
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 1968
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1969 if (action_makes_visible (op))
1970 make_visible (op);
1971
1972 return true;
1973 }
2166 } 1974 }
2167 1975
2168 skill_attack(mon, op, 0, NULL, NULL); 1976 return false;
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 }
2184 } /* if player should attack something */
2185} 1977}
2186 1978
1979bool
2187int move_player(object *op,int dir) { 1980move_player (object *op, int dir)
1981{
2188 int pick; 1982 int pick;
2189 1983
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 1985 return 0;
1986
1987 /* Sanity check: make sure dir is valid */
1988 if ((dir < 0) || (dir >= 9))
1989 {
1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
1991 return 0;
1992 }
1993
1994 /* peterm: added following line */
1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1997
1998 op->facing = dir;
1999
2000 if (op->flag [FLAG_HIDDEN])
2001 do_hidden_move (op);
2002
2003 bool retval;
2004
2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2006 retval = RESULT_INT (0);
2007 else if (op->contr->fire_on)
2008 retval = fire (op, dir);
2009 else
2010 {
2011 retval = move_player_attack (op, dir);
2012 pick = check_pick (op);
2013 }
2014
2015 /* Add special check for newcs players and fire on - this way, the
2016 * server can handle repeat firing.
2017 */
2018 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2019 op->direction = dir;
2020 else
2021 op->direction = 0;
2022
2023 /* Update how the player looks. Use the facing, so direction may
2024 * get reset to zero. This allows for full animation capabilities
2025 * for players.
2026 */
2027 animate_object (op, op->facing);
2028
2029 return retval;
2231} 2030}
2232 2031
2233/* This is similar to handle_player, below, but is only used by the 2032/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2033 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2034 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2035 * the new speed values for commands.
2237 * 2036 *
2238 * Returns true if there are more actions we can do. 2037 * Returns true if there are more actions we can do. Should not do
2038 * many actions in a row, as that would be too unfair to other
2039 * players.
2239 */ 2040 */
2041bool
2240int handle_newcs_player(object *op) 2042handle_newcs_player (object *op)
2241{ 2043{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2259 flee_player(op);
2260 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0;
2264 }
2265 } 2045 {
2046 if (op->speed_left > 0.f)
2047 {
2048 --op->speed_left;
2049 flee_player (op);
2266 2050
2267 /* I've been seeing crashes where the golem has been destroyed, but 2051 return true;
2268 * the player object still points to the defunct golem. The code that 2052 }
2269 * destroys the golem looks correct, and it doesn't always happen, so 2053 else
2270 * put this in a a workaround to clean up the golem pointer. 2054 return false;
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 } 2055 }
2278 2056
2279 /* call this here - we also will call this in do_ericserver, but 2057 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2059 * called, so we recheck it here.
2282 */ 2060 */
2283 HandleClient(&op->contr->socket, op->contr); 2061 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2062 return true;
2285 2063
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2064 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); 2065 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2066
2296 else return 0; 2067 return false;
2297 } 2068}
2069
2070int
2071save_life (object *op)
2072{
2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2074 return 0;
2299}
2300 2075
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2078 {
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2079 op->play_sound (sound_find ("ob_evaporate"));
2311 "Your %s vibrates violently, then evaporates.", 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2312 query_name(tmp)); 2081
2313 if (op->contr) 2082 tmp->destroy ();
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2084
2318 if(op->stats.hp<0) 2085 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2086 op->stats.hp = op->stats.maxhp;
2087
2320 if(op->stats.food<0) 2088 if (op->stats.food < 0)
2321 op->stats.food = 999; 2089 op->stats.food = 999;
2322 fix_player(op); 2090
2091 op->update_stats ();
2323 return 1; 2092 return 1;
2324 } 2093 }
2094
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2096 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2097 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2098 return 0;
2329} 2099}
2330 2100
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* 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 2102 * 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 2103 * function will descend into containers. op is the object to start the search
2334 * from. 2104 * from.
2335 */ 2105 */
2106static void
2336void remove_unpaid_objects(object *op, object *env) 2107drop_unpaid_items (object *op, object *env)
2337{ 2108{
2338 object *next;
2339
2340 while (op) { 2109 while (op)
2341 next=op->below; /* Make sure we have a good value, in case 2110 {
2342 * we remove object 'op' 2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2343 */ 2112
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2114 op->insert_at (env);
2346 op->x = env->x; 2115 else if (op->inv)
2347 op->y = env->y; 2116 drop_unpaid_items (op->inv, env);
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;
2354 }
2355}
2356 2117
2118 op = next;
2119 }
2120}
2121
2122void
2123object::drop_unpaid_items ()
2124{
2125 if (!flag [FLAG_REMOVED])
2126 ::drop_unpaid_items (inv, this);
2127}
2357 2128
2358/* 2129/*
2359 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2364 */ 2135 */
2136const char *
2365char *gravestone_text (object *op) 2137gravestone_text (object *op)
2366{ 2138{
2139 static dynbuf_text buf;
2140
2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2144 if (op->type == PLAYER)
2145 buf << " the " << op->contr->title;
2146
2147 buf << "\n\n";
2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2153 if (op->type == PLAYER)
2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2155
2156 {
2367 static char buf2[MAX_BUF]; 2157 static char buf2[128];
2368 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2158 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)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2391 strcat (buf2, buf); 2161 }
2162
2392 return buf2; 2163 return buf;
2393} 2164}
2394 2165
2395 2166void
2396
2397void do_some_living(object *op) { 2167do_some_living (object *op)
2168{
2398 int last_food=op->stats.food; 2169 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2171 int over_hp, over_sp, over_grace;
2401 int i; 2172 int i;
2402 int rate_hp = 1200; 2173 int rate_hp = 1200;
2403 int rate_sp = 2500; 2174 int rate_sp = 2500;
2404 int rate_grace = 2000; 2175 int rate_grace = 2000;
2405 const int max_hp = 1; 2176 const int max_hp = 1;
2406 const int max_sp = 1; 2177 const int max_sp = 1;
2407 const int max_grace = 1; 2178 const int max_grace = 1;
2408 2179
2409 if (op->contr->outputs_sync) { 2180 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2181 {
2411 if (op->contr->outputs[i].buf!=NULL && 2182 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2183 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2184 * depending on the value of invisible, so we need to
2185 * alternate it here for it to work correctly.
2186 */
2187 if (pticks & 2)
2188 op->invisible--;
2414 } 2189 }
2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2191 {
2192 if (!op->invisible--)
2193 {
2194 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2196 }
2197 }
2415 2198
2416 if(op->contr->state==ST_PLAYING) { 2199 if (op->contr->ns->state == ST_PLAYING)
2417 2200 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 )
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2422 else {
2423 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2425 }
2426 if(op->contr->gen_sp >= 0 )
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2428 else {
2429 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2431 }
2432 if(op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2434 else {
2435 gen_grace = op->stats.maxgrace;
2436 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 }
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
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 }
2487 } else {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2489 }
2490 /* 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 }
2506 }
2507 if(max_hp>1) {
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 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520
2521 /* Digestion */
2522 if(--op->last_eat<0) {
2523#ifdef COZY_SERVER
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
2532 if(op->contr->gen_hp > 0) 2203 if (op->contr->gen_hp >= 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2534 else 2205 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2206 {
2207 gen_hp = op->stats.maxhp;
2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2209 }
2210
2211 if (op->contr->gen_sp >= 0)
2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2213 else
2214 {
2215 gen_sp = op->stats.maxsp;
2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2217 }
2218
2219 if (op->contr->gen_grace >= 0)
2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2221 else
2222 {
2223 gen_grace = op->stats.maxgrace;
2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2225 }
2226
2227 /* Regenerate Grace */
2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2229 if (--op->last_grace < 0)
2230 {
2231 if (op->stats.grace < op->stats.maxgrace / 2)
2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2234 if (max_grace > 1)
2235 {
2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2237 if (over_grace > 0)
2238 {
2239 op->stats.sp += over_grace
2240 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2241 op->last_grace = 0;
2242 }
2243 else
2244 {
2245 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2246 }
2247 }
2248 else
2249 {
2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2251 }
2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2259 {
2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2261
2262 if (op->stats.sp < op->stats.maxsp)
2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2269 op->stats.food--;
2270
2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2274 op->stats.food = last_food;
2275 }
2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2307 {
2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2336 }
2337 }
2338
2339 /* Digestion */
2340 if (--op->last_eat < 0)
2341 {
2342 int bonus = max (0, op->contr->digestion),
2343 penalty = max (0, -op->contr->digestion);
2344
2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2346
2536 /* dms do not consume food */ 2347 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2349 op->stats.food--;
2539 } 2350 }
2540 2351
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2542 object *tmp, *flesh=NULL; 2353 {
2354 object *flesh = 0;
2543 2355
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2356 for_inv_removable (op, tmp)
2357 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2361 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."); 2362 {
2548 manual_apply(op,tmp,0); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 manual_apply (op, tmp, 0);
2366
2549 if(op->stats.food>=0||op->stats.hp<0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2368 break;
2551 } 2369 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2370 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2371 flesh = tmp;
2554 } /* end of for loop */ 2372 }
2373
2555 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2375 * eat flesh instead.
2557 */ 2376 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2377 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."); 2378 {
2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2381 manual_apply (op, flesh, 0);
2561 } 2382 }
2562 } /* end if player is starving */
2563 2383
2564 while(op->stats.food<0&&op->stats.hp>0) 2384 // If player is still starving, alert him!
2565 op->stats.food++,op->stats.hp--; 2385 if (op->stats.food < 0)
2566 2386 op->failmsg ("You are starving! "
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2568 kill_player(op);
2569}
2570
2571 2388 }
2389
2390 if (op->stats.food < 0)
2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2394
2395 if (op->stats.hp < 0)
2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2401
2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2404 kill_player (op);
2405 }
2406}
2572 2407
2573/* If the player should die (lack of hp, food, etc), we call this. 2408/* 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 2409 * 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 2410 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2411 * file.
2577 */ 2412 */
2413void
2578void kill_player(object *op) 2414kill_player (object *op)
2579{ 2415{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2416 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2417 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; 2418 int will_kill_again;
2589 archetype *at; 2419 archetype *at;
2590 object *tmp; 2420 object *tmp;
2591 2421
2592 if(save_life(op)) 2422 if (save_life (op))
2593 return; 2423 return;
2594 2424
2425 dynbuf_text deathtab;
2595 2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2462
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* 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. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2466 */
2600 if (op_on_battleground(op, &x, &y)) { 2467 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2468 {
2602 "You have been defeated in combat!"); 2469 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 2470
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 */ 2471 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL) 2473 {
2474 tmp->name = format ("%s's finger" , &op->name);
2475 tmp->name_pl = format ("%s's fingers", &op->name);
2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2482 tmp->value = 0, tmp->type = 0;
2483 tmp->materialname = "organics";
2484 tmp->insert_at (op, tmp);
2630 { 2485 }
2631 sprintf(buf,"%s's finger",op->name); 2486
2632 tmp->name = add_string(buf);
2633 sprintf(buf," This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level),
2636 op->contr->killer);
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0;
2639 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643
2644 /* teleport defeated player to new destination*/ 2487 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2489 op->contr->braced = 0;
2647 return;
2648 }
2649 2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2492 return;
2493 }
2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2650 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2651 2499
2652 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2653 2501
2654 if(op->stats.food<0) { 2502 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 2503
2675 /* save the map location for corpse, gravestone*/ 2504 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2505 x = op->x;
2506 y = op->y;
2507 map = op->map;
2677 2508
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2509 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2510 * 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. 2511 * See the config.h file for a little more in depth detail about this.
2683 */ 2512 */
2684 2513
2685 /* Basically two ways to go - remove a stat permanently, or just 2514 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2515 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2516 * of death.
2688 */ 2517 */
2689#ifndef COZY_SERVER 2518#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2519 if (settings.balanced_stat_loss)
2520 {
2691 /* If stat loss is permanent, lose one stat only. */ 2521 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2522 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2523 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2524 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2525 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2526 little bit harder. */
2697 /* GD */ 2527 /* GD */
2698 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1; 2529 num_stats_lose = 1;
2700 else 2530 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2702 } else { 2532 }
2533 else
2703 num_stats_lose = 1; 2534 num_stats_lose = 1;
2704 } 2535
2705 lost_a_stat = 0; 2536 lost_a_stat = 0;
2706 2537
2707 for (z=0; z<num_stats_lose; z++) { 2538 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2539 {
2540 i = rndm (NUM_STATS);
2709 2541
2710 if (settings.stat_loss_on_death) { 2542 if (settings.stat_loss_on_death)
2543 {
2711 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2545 * what he lost.
2713 */ 2546 */
2714 change_attr_value(&(op->stats), i,-1); 2547 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2548 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2549 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2550 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2551 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2552 lost_a_stat = 1;
2720 } else { 2553 }
2554 else
2555 {
2721 /* deplete a stat */ 2556 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2557 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2558 object *dep;
2559
2560 dep = present_arch_in_ob (deparch, op);
2561 if (!dep)
2724 2562 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2563 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2564 insert_ob_in_ob (dep, op);
2729 }
2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) {
2732 /* GD */
2733 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i);
2735 if (this_stat < 0) {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat;
2738 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1)
2740 keep_chance = 1;
2741
2742 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2744 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 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 }
2756 }
2757 2565 }
2758 if (lose_this_stat) { 2566 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss)
2568 {
2569 /* GD */
2570 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i); 2571 this_stat = get_attr_value (&(dep->stats), i);
2572 if (this_stat < 0)
2573 {
2574 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2575 int keep_chance = this_stat * this_stat;
2576
2577 /* Yes, I am paranoid. Sue me. */
2578 if (keep_chance < 1)
2579 keep_chance = 1;
2580
2581 /* There is a maximum depletion total per level. */
2582 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2583 {
2584 lose_this_stat = 0;
2585 /* Take loss chance vs keep chance to see if we
2586 retain the stat. */
2587 }
2588 else
2589 {
2590 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2591 lose_this_stat = 0;
2592 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2593 this_stat, keep_chance, loss_chance,
2594 lose_this_stat?"LOSE":"KEEP"); */
2595 }
2596 }
2597 }
2598
2599 if (lose_this_stat)
2600 {
2601 this_stat = get_attr_value (&dep->stats, i);
2760 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2764 * difference. 2606 * difference.
2765 */ 2607 */
2766 if (this_stat>=-50) { 2608 if (this_stat >= -50)
2609 {
2767 change_attr_value(&(dep->stats), i, -1); 2610 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 2611 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2612 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 2613 op->update_stats ();
2771 lost_a_stat = 1; 2614 lost_a_stat = 1;
2772 } 2615 }
2773 } 2616 }
2617 }
2774 } 2618 }
2775 } 2619
2776 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2621 if (!lost_a_stat)
2778 { 2622 {
2779 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2781 const char *god = determine_god(op); 2625 shstr_tmp god = determine_god (op);
2782 if (god && (strcmp(god, "none"))) 2626
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2627 if (god != shstr_none)
2784 "moment you feel the holy presence of %s protecting" 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2785 " you.", god); 2629 else
2786 else 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2631 }
2632#else
2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2634#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 2635
2794 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2637 * exp loss on the stone.
2796 */ 2638 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2642 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); 2643 &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; 2644 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2646
2811 /**************************************/ 2647 /**************************************/
2812 /* */ 2648 /* */
2813 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2650 /* */
2817 /**************************************/ 2651 /**************************************/
2818 2652
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)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2654 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 2655
2845 /* 2656 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2657 * 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 2658 * and put them back in the map.
2848 * in the map. 2659 */
2849 */ 2660 op->drop_unpaid_items ();
2850 2661
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2852 if (tmp->type == SHOP_FLOOR) {
2853 remove_unpaid_objects(op->inv, op);
2854 break;
2855 }
2856 }
2857
2858
2859 /****************************************/ 2662 /****************************************/
2860 /* */ 2663 /* */
2861 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2863 /* */ 2666 /* */
2864 /****************************************/ 2667 /****************************************/
2865 2668
2866 enter_player_savebed(op); 2669 enter_player_savebed (op);
2867 2670
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0; 2671 op->contr->braced = 0;
2872 save_player(op,1);
2873 2672
2874 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player. 2676 * on the space that might harm the player.
2878 */ 2677 */
2879 will_kill_again=0; 2678 will_kill_again = 0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2679 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2881 if (tmp->type ==SPELL_EFFECT) 2680 if (tmp->type == SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype; 2681 will_kill_again |= tmp->attacktype;
2883 } 2682
2884 if (will_kill_again) { 2683 if (will_kill_again)
2684 {
2885 object *force; 2685 object *force;
2886 int at; 2686 int at;
2887 2687
2888 force=get_archetype(FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1; 2690 force->speed = 0.1f;
2891 force->speed_left=-5.0; 2691 force->speed_left = -5.f;
2892 SET_FLAG(force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) { 2693 for (at = 0; at < NROFATTACKS; at++)
2894 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100; 2695 force->resist[at] = 100;
2896 } 2696
2897 insert_ob_in_ob(force, op); 2697 insert_ob_in_ob (force, op);
2898 fix_player(op); 2698 op->update_stats ();
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else {
2955 delete_character(op->name,1);
2956 } 2699 }
2957 }
2958 play_again(op);
2959 2700
2960 /* peterm: added to create a corpse at deathsite. */ 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973} 2702}
2974 2703
2975 2704void
2976void loot_object(object *op) { /* Grab and destroy some treasure */ 2705loot_object (object *op)
2706{ /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next; 2707 object *tmp, *tmp2, *next;
2978 2708
2979 if (op->container) { /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982 2710
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2711 for (tmp = op->inv; tmp; tmp = next)
2712 {
2984 next=tmp->below; 2713 next = tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2714
2986 remove_ob(tmp); 2715 if (tmp->invisible)
2716 continue;
2717
2718 tmp->remove ();
2987 tmp->x=op->x,tmp->y=op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */ 2720
2989 loot_object(tmp); 2721 if (tmp->type == CONTAINER)
2990 } 2722 loot_object (tmp); /* empty container to ground */
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2723
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2725 {
2993 if(tmp->nrof>1) { 2726 if (tmp->nrof > 1)
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2727 {
2995 free_object(tmp2); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2996 insert_ob_in_map(tmp,op->map,NULL,0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2730 }
2731 else
2732 tmp->destroy ();
2733 }
2997 } else 2734 else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
3001 } 2736 }
3002} 2737}
3003 2738
3004/* 2739/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 2742 * was changed.
3008 */ 2743 */
3009 2744void
3010void fix_weight(void) { 2745fix_weight (void)
3011 player *pl; 2746{
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 2747 for_all_players (pl)
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2748 {
3014 if(old == sum) 2749 sint32 old = pl->ob->carrying;
3015 continue; 2750
3016 fix_player(pl->ob); 2751 pl->ob->update_weight ();
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2752
3018 pl->ob->name, old, sum); 2753 if (old != pl->ob->carrying)
2754 {
2755 pl->ob->update_stats ();
2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3019 } 2758 }
3020} 2759}
3021 2760
2761void
3022void fix_luck(void) { 2762fix_luck (void)
3023 player *pl; 2763{
3024 for (pl = first_player; pl != NULL; pl = pl->next) 2764 for_all_players (pl)
3025 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3026 change_luck(pl->ob, 0); 2766 pl->ob->change_luck (0);
3027} 2767}
3028
3029 2768
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3033 */ 2772 */
3034
3035void 2773void
3036cast_dust (object * op, object * throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3037{ 2775{
3038 object *skop, *spob; 2776 object *skop, *spob;
3039 2777
3040 skop = find_skill_by_name (op, throw_ob->skill); 2778 skop = find_skill_by_name (op, throw_ob->skill);
3041 2779
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 2780 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2781 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 2782 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2783 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 2784 return;
3048 } 2785 }
3049 2786
3050 spob = throw_ob->inv; 2787 spob = throw_ob->inv;
3051 2788
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2789 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 2790 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 2791 // errors should be reported as early as possible IMHO)
3055 if (!spob) 2792 if (!spob)
3056 { 2793 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2794 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 2795 return;
3060 } 2796 }
3061 2797
3062 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2799 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 2800
3065 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3066 2802
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 2804}
3071 2805
2806void
3072void make_visible (object *op) { 2807make_visible (object *op)
3073 op->hide = 0; 2808{
2809 op->flag [FLAG_HIDDEN] = 0;
3074 op->invisible = 0; 2810 op->invisible = 0;
3075 if(op->type==PLAYER) {
3076 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3078 }
3079 update_object(op,UP_OBJ_FACE);
3080}
3081 2811
3082int is_true_undead(object *op) {
3083 object *tmp=NULL;
3084
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3086
3087 if(op->type==PLAYER) 2812 if (op->type == PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below) 2813 {
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2814 op->contr->tmp_invis = 0;
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2815 op->contr->invis_race = 0;
2816 }
2817
2818 update_object (op, UP_OBJ_CHANGE);
2819}
2820
2821int
2822is_true_undead (object *op)
2823{
2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2825 return 1;
2826
3091 return 0; 2827 return 0;
3092} 2828}
3093 2829
3094/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 2832 * indicate greater hideability.
3097 */ 2833 */
3098 2834int
3099int hideability(object *ob) { 2835hideability (object *ob)
2836{
3100 int i,level=0, mflag; 2837 int i, level = 0, mflag;
3101 sint16 x,y; 2838 sint16 x, y;
3102 2839
3103 if(!ob||!ob->map) return 0; 2840 if (!ob || !ob->map)
2841 return 0;
3104 2842
3105 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3107 2845
3108 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2849 if (ob->has_carried_lights ())
2850 level = -(10 + (2 * ob->map->darklevel ()));
3112 2851
3113 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3114 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2856 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 2858 if (mflag & P_OUT_OF_MAP)
2859 continue;
2860
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 2862 level += 2;
3119 else /* open terrain! */ 2863 else /* open terrain! */
3120 level -= 1; 2864 level -= 1;
3121 } 2865 }
3122 2866
3123#if 0 2867#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2868 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 2869#endif
3126 return level; 2870 return level;
3127} 2871}
3128 2872
3129/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 2877 */
3134 2878void
3135void do_hidden_move (object *op) { 2879do_hidden_move (object *op)
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2880{
3137 object *skop; 2881 int hide = 0;
3138 2882
3139 if(!op || !op->map) return; 2883 if (!op || !op->map)
2884 return;
3140 2885
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3142 2888
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 2890 if (op->type == PLAYER && op->contr->run_on)
3145 if(!skop || num >= skop->level) { 2891 if (!skop || num >= skop->level)
2892 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op); 2894 make_visible (op);
3148 return; 2895 return;
3149 } else num += 20;
3150 } 2896 }
2897 else
2898 num += 20;
2899
3151 num += op->map->difficulty; 2900 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide; 2902 num -= hide;
2903
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2905 {
3155 make_visible(op); 2906 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2907
3157 "You moved out of hiding! You are visible!"); 2908 if (op->type == PLAYER)
2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3158 } 2910 }
3159 else if (op->type == PLAYER && skop) { 2911 else if (op->type == PLAYER && skop)
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 }
3162} 2913}
3163 2914
3164/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3165 2916
2917int
3166int stand_near_hostile( object *who ) { 2918stand_near_hostile (object *who)
2919{
3167 object *tmp=NULL; 2920 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 2921 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 2922 maptile *m;
3170 sint16 x,y; 2923 sint16 x, y;
3171 2924
3172 if(!who) return 0; 2925 if (!who)
3173
3174 if(who->type==PLAYER) player=1;
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3176
3177 /* search adjacent squares */
3178 for(i=1;i<9;i++) {
3179 x = who->x+freearr_x[i];
3180 y = who->y+freearr_y[i];
3181 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space.
3185 */
3186 if (mflags & P_OUT_OF_MAP) continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3188
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3190 if((player||friendly)
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 }
3199 }
3200 }
3201 return 0; 2926 return 0;
2927
2928 if (who->type == PLAYER)
2929 player = 1;
2930
2931 else
2932 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2933
2934 /* search adjacent squares */
2935 for (i = 1; i < 9; i++)
2936 {
2937 x = who->x + freearr_x[i];
2938 y = who->y + freearr_y[i];
2939 m = who->map;
2940 mflags = get_map_flags (m, &m, x, y, &x, &y);
2941 /* space must be blocked if there is a monster. If not
2942 * blocked, don't need to check this space.
2943 */
2944 if (mflags & P_OUT_OF_MAP)
2945 continue;
2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2947 continue;
2948
2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2950 {
2951 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2952 return 1;
2953 else if (tmp->type == PLAYER)
2954 {
2955 /*don't let a hidden DM prevent you from hiding */
2956 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2957 return 1;
2958 }
2959 }
2960 }
2961 return 0;
3202} 2962}
3203 2963
3204/* check the player los field for viewability of the 2964/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 2974 * -b.t.
3215 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3216 */ 2976 */
3217 2977int
3218int player_can_view (object *pl,object *op) { 2978player_can_view (object *pl, object *op)
2979{
3219 rv_vector rv; 2980 rv_vector rv;
3220 int dx,dy; 2981 int dx, dy;
3221 2982
3222 if(pl->type!=PLAYER) { 2983 if (pl->type != PLAYER)
2984 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1;
3225 }
3226 if (!pl || !op) return 0;
3227
3228 if(op->head) { op = op->head; }
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1; 2986 return -1;
3249 op = op->more;
3250 } 2987 }
2988
2989 if (!pl || !op)
3251 return 0; 2990 return 0;
2991
2992 op = op->head_ ();
2993
2994 get_rangevector (pl, op, &rv, 0x1);
2995
2996 /* starting with the 'head' part, lets loop
2997 * through the object and find if it has any
2998 * part that is in the los array but isn't on
2999 * a blocked los square.
3000 * we use the archetype to figure out offsets.
3001 */
3002 while (op)
3003 {
3004 dx = rv.distance_x + op->arch->x;
3005 dy = rv.distance_y + op->arch->y;
3006
3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3008 return 1;
3009
3010 op = op->more;
3011 }
3012
3013 return 0;
3252} 3014}
3253 3015
3254/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3257 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3258 * return 0. 3020 * return 0.
3259 */ 3021 */
3022int
3260int action_makes_visible (object *op) { 3023action_makes_visible (object *op)
3261 3024{
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3026 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3264 return 0; 3034 return 0;
3035 }
3265 3036
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3037 if (op->contr && op->contr->tmp_invis == 0)
3038 return 0;
3267 3039
3268 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3042 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3271 return 1; 3044 return 1;
3272 } 3045 }
3273 } 3046 }
3047
3274 return 0; 3048 return 0;
3275} 3049}
3276 3050
3277/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3053 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3054 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3055 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3056 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3058 */
3059int
3285int op_on_battleground (object *op, int *x, int *y) { 3060op_on_battleground (object *op, int *x, int *y)
3286 object *tmp; 3061{
3287
3288 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3069 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3071 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3297 strcmp(tmp->name, "battleground")==0 && 3073 && tmp->type == BATTLEGROUND
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3076 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3077 /* before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3301 object *invtmp; 3079 {
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3081 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3305 if (x != NULL && y != NULL) 3083 {
3084 if (x && y)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3087 return 1;
3088 }
3089 }
3090 }
3091
3092 if (x && y)
3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3307 return 1; 3095 return 1;
3308 } 3096 }
3309 } 3097 }
3310 }
3311 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3313 return 1;
3314 } 3098 }
3315 } 3099
3316 }
3317 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3318 return 0; 3101 return 0;
3319} 3102}
3320 3103
3321/* 3104/*
3325 * attributes: 3108 * attributes:
3326 * object *who the dragon player 3109 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3110 * int atnr the attack-number of the ability focus
3328 * int level ability level 3111 * int level ability level
3329 */ 3112 */
3113void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3114dragon_ability_gain (object *who, int atnr, int level)
3115{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3116 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3117 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3118 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3119 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3121 int i = 0, j = 0;
3337 3122
3338 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3132
3348 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3349 return; 3134 return;
3350 3135
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352 tr = tr->next, i++); 3137
3353 3138 if (!tr || !tr->item)
3354 if (tr == NULL || tr->item == NULL) { 3139 {
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356 return; 3141 return;
3357 } 3142 }
3358 3143
3359 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3145 item = tr->item;
3361 3146
3362 if (item->type == SPELL) { 3147 if (item->type == SPELL)
3148 {
3363 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3364 return; 3150 return;
3365 3151
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3152 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3367 do_learn_spell (who, item, 0); 3153 do_learn_spell (who, item, 0);
3368 return; 3154 return;
3369 } 3155 }
3370 3156
3371 /* grant direct spell */ 3157 /* grant direct spell */
3372 if (item->type == SPELLBOOK) { 3158 if (item->type == SPELLBOOK)
3159 {
3373 if (!item->inv) { 3160 if (!item->inv)
3161 {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3162 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3375 item->name);
3376 return; 3163 return;
3377 } 3164 }
3378 if (check_spell_known (who, item->inv->name)) 3165 if (check_spell_known (who, item->inv->name))
3379 return; 3166 return;
3380 if (item->invisible) { 3167 if (item->invisible)
3168 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3169 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3170 do_learn_spell (who, item->inv, 0);
3383 return; 3171 return;
3384 } 3172 }
3385 } 3173 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3174 else if (item->type == SKILL_TOOL && item->invisible)
3175 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3176 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3177 {
3388 3178
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3179 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3180 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3181 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3182 * but not all of them, he gets nothing.
3393 */ 3183 */
3394 if (!(skop->attacktype & item->attacktype)) { 3184 if (!(skop->attacktype & item->attacktype))
3185 {
3395 /* Give new attacktype */ 3186 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3187 skop->attacktype |= item->attacktype;
3397 3188
3398 /* always add physical if there's none */ 3189 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3190 skop->attacktype |= AT_PHYSICAL;
3400 3191
3401 if (item->msg != NULL) 3192 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3193 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3194
3404 /* Give player new face */ 3195 /* Give player new face */
3405 if (item->animation_id) { 3196 if (item->animation_id)
3197 {
3406 who->face = skop->face; 3198 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3199 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3200 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3201 who->last_anim = 0;
3410 who->state = 0; 3202 who->state = 0;
3411 animate_object(who, who->direction); 3203 animate_object (who, who->direction);
3412 } 3204 }
3205 }
3206 }
3413 } 3207 }
3414 }
3415 }
3416 else if (item->type == FORCE) { 3208 else if (item->type == FORCE)
3209 {
3417 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3211 object *skin;
3212
3419 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3421 skin=skin->below); 3215 ;
3422 if (skin == NULL) return; 3216
3423 3217 if (!skin)
3218 return;
3219
3424 /* adding new spellpath attunements */ 3220 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3221 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3222 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3223 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3224
3428 /* print message */ 3225 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3226 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3227 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3431 if(item->path_attuned & (1<<i)) { 3228 {
3432 if (j) 3229 if (item->path_attuned & (1 << i))
3433 strcat(buf," and "); 3230 {
3434 else 3231 if (j)
3435 j = 1; 3232 strcat (buf, " and ");
3233 else
3234 j = 1;
3436 strcat(buf, spellpathnames[i]); 3235 strcat (buf, spellpathnames[i]);
3437 } 3236 }
3438 } 3237 }
3439 strcat(buf,"."); 3238 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3239 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3240 }
3442 3241
3443 /* evtl. adding flags: */ 3242 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3243 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3244 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3245 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3246 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3247 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3248 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3249
3451 /* print message if there is one */ 3250 /* print message if there is one */
3452 if (item->msg != NULL) 3251 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3252 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3253 }
3254 else
3454 } 3255 {
3455 else {
3456 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3460 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp);
3462 } 3260 }
3463} 3261}
3464 3262
3465/** 3263/**
3466 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3265 * not readied.
3468 */ 3266 */
3267void
3469void player_unready_range_ob(player *pl, object *ob) { 3268player_unready_range_ob (player *pl, object *ob)
3470 rangetype i; 3269{
3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3471 3272
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3273 if (pl->combat_ob == ob)
3473 if (pl->ranges[i] == ob) { 3274 pl->combat_ob = 0;
3474 pl->ranges[i] = NULL; 3275
3475 if (pl->shoottype == i) { 3276 if (pl->ranged_ob == ob)
3476 pl->shoottype = range_none; 3277 pl->ranged_ob = 0;
3477 }
3478 }
3479 }
3480} 3278}
3279
3280sint8
3281player::darkness_at (maptile *map, int x, int y) const
3282{
3283 if (!ns)
3284 return LOS_BLOCKED;
3285
3286 int dx, dy;
3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3288 return LOS_BLOCKED;
3289
3290 x += dx - ns->current_x;
3291 y += dy - ns->current_y;
3292
3293 return blocked_los (x, y);
3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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