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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 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 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) 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.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{ 216{
205 object *op = arch_to_object (get_player_archetype (NULL)); 217 observe = viewpoint = op ? op : ob;
206 int i; 218 do_los = 1;
219}
207 220
208 if (!p) 221void
209 { 222player::set_viewpoint (object *op)
210 p = new player; 223{
224 viewpoint = op ? op : (object *)observe;
225 do_los = 1;
226}
211 227
212 /* This adds the player in the linked list. There is extra 228player::player ()
213 * complexity here because we want to add the new player at the 229{
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 p->clear ();
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 = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 236
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
248 238
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
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 239 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 240 bowtype = bow_normal;
266 p->petmode = pet_normal; 241 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 242 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 244 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 245
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 246 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 247 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 248}
278 249
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 250void
251player::do_destroy ()
252{
253 disconnect ();
280 254
281 /* we need to clear these to -1 and not zero - otherwise, 255 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 256
283 * send new values to the client, as things like exp start 257 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 258 {
291 for (i = 0; i < NROFATTACKS; i++) 259 ob->destroy_inv (false);
260 ob->destroy ();
292 { 261 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 262
298 p->socket.update_look = 0; 263 ob = observe = viewpoint = 0;
299 p->socket.look_position = 0;
300 return p;
301} 264}
302 265
303/* This loads the first map an puts the player on it. */ 266player::~player ()
304static void set_first_map(object *op)
305{ 267{
306 strcpy(op->contr->maplevel, first_map_path); 268 /* Clear item stack */
307 op->x = -1; 269 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 270}
311 271
312/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
314 * mode. 274 * mode.
315 */ 275 */
276player *
277player::create ()
278{
279 player *pl = new player;
316 280
317int add_player(NewSocket *ns) { 281 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 282
320 p=get_player(NULL); 283 pl->ob->roll_stats ();
321 p->socket = *ns; 284 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 286
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 287 set_first_map (pl->ob);
332 288
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 289 return pl;
340} 290}
341 291
342/* 292/*
343 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
346 */ 296 */
297archetype *
347archetype *get_player_archetype(archetype* at) 298get_player_archetype (archetype *at)
348{ 299{
349 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
350 for (;;) { 308 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 309 {
362} 310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
363 314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318}
364 319
320object *
365object *get_nearest_player(object *mon) { 321get_nearest_player (object *mon)
322{
366 object *op = NULL; 323 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 324 objectlink *ol;
369 unsigned lastdist; 325 unsigned lastdist;
370 rv_vector rv; 326 rv_vector rv;
371 327
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 329 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 331 continue;
399 332
400 if(lastdist>rv.distance) { 333 if (lastdist > rv.distance)
334 {
401 op=ol->ob; 335 op = ol->ob;
402 lastdist=rv.distance; 336 lastdist = rv.distance;
403 } 337 }
404 } 338 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 339
340 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 341 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 342 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 343 {
413 } 344 op = pl->ob;
345 lastdist = rv.distance;
346 }
347
414#if 0 348#if 0
415 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)");
416#endif 350#endif
417 return op; 351 return op;
418} 352}
419 353
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 356 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 372 * is probably not a good thing.
439 */ 373 */
440#define MAX_SPACES 50 374#define MAX_SPACES 50
441
442 375
443/* 376/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
459 * monster can in fact move one space in that direction. 392 * monster can in fact move one space in that direction.
460 * 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,
461 * 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
462 * is blocking itself. 395 * is blocking itself.
463 */ 396 */
397int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 398path_to_player (object *mon, object *pl, unsigned mindiff)
399{
465 rv_vector rv; 400 rv_vector rv;
466 sint16 x,y; 401 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 403 maptile *m, *lastmap;
469 404
470 get_rangevector(mon, pl, &rv, 0); 405 get_rangevector (mon, pl, &rv, 0);
471 406
472 if (rv.distance<mindiff) return 0; 407 if (rv.distance < mindiff)
408 return 0;
473 409
474 x=mon->x; 410 x = mon->x;
475 y=mon->y; 411 y = mon->y;
476 m=mon->map; 412 m = mon->map;
477 dir = rv.direction; 413 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416
480 /* If we can't solve it within the search distance, return now. */ 417 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 418 if (diff > max)
419 return 0;
420
482 while (diff >1 && max>0) { 421 while (diff > 1 && max > 0)
422 {
483 lastx = x; 423 lastx = x;
484 lasty = y; 424 lasty = y;
485 lastmap = m; 425 lastmap = m;
486 x = lastx + freearr_x[dir]; 426 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 427 y = lasty + freearr_y[dir];
488 428
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 429 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 431
492 /* Space is blocked - try changing direction a little */ 432 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 434 && (m == mon->map && blocked_link (mon, m, x, y))))
435 {
495 /* recalculate direction from last good location. Possible 436 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 437 * we were not traversing ideal location before.
497 */ 438 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 440 if (rv.direction != dir)
441 {
500 /* OK - says direction should be different - lets reset the 442 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 443 * the values so it will try again.
502 */ 444 */
503 x = lastx; 445 x = lastx;
504 y = lasty; 446 y = lasty;
505 m = lastmap; 447 m = lastmap;
506 dir = firstdir = rv.direction; 448 dir = firstdir = rv.direction;
449 }
507 } else { 450 else
451 {
508 /* direct path is blocked - try taking a side step to 452 /* direct path is blocked - try taking a side step to
509 * either the left or right. 453 * either the left or right.
510 * Note increase the values in the loop below to be 454 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 455 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 456 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 457 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 458 * stepping back and forth
515 */ 459 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 {
462 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 463 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 464 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 465 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 466 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 467 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 468 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 469 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 470 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 471 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 472 * the last direction the creature has successfully
527 * moved. 473 * moved.
528 */ 474 */
529 475
530 x = lastx + freearr_x[absdir(lastdir+i)]; 476 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 477 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 478 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 479 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 480 if (mflags & P_OUT_OF_MAP)
481 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 482 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 483 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
484 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 485 if (mflags & P_BLOCKSVIEW)
486 continue;
538 487
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 488 if (m == mon->map && blocked_link (mon, m, x, y))
489 break;
540 } 490 }
541 /* go through entire loop without finding a valid 491 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 492 * sidestep to take - thus, no valid path.
543 */ 493 */
544 if (i==(DETOUR_AMOUNT+1)) 494 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 495 return 0;
546 diff--; 496 diff--;
547 lastdir=dir; 497 lastdir = dir;
548 max--; 498 max--;
549 if (!firstdir) firstdir = dir+i; 499 if (!firstdir)
500 firstdir = dir + i;
550 } /* else check alternate directions */ 501 } /* else check alternate directions */
551 } /* if blocked */ 502 } /* if blocked */
552 else { 503 else
504 {
553 /* we moved towards creature, so diff is less */ 505 /* we moved towards creature, so diff is less */
554 diff--; 506 diff--;
555 max--; 507 max--;
556 lastdir=dir; 508 lastdir = dir;
509 if (!firstdir)
557 if (!firstdir) firstdir = dir; 510 firstdir = dir;
511 }
512
513 if (diff <= 1)
558 } 514 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 516 * headed toward player for entire distance.
562 */ 517 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 520 }
566 if (diff>max) return 0; 521
522 if (diff > max)
523 return 0;
567 } 524 }
525
568 /* If we reached the max, didn't find a direction in time */ 526 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 527 if (!max)
528 return 0;
570 529
571 return firstdir; 530 return firstdir;
572} 531}
573 532
533void
574void give_initial_items(object *pl,treasurelist *items) { 534give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 535{
576
577 if(pl->randomitems!=NULL) 536 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 538
580 for (op=pl->inv; op; op=next) { 539 for (object *next, *op = pl->inv; op; op = next)
540 {
581 next = op->below; 541 next = op->below;
582 542
583 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 545 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 547 SET_FLAG (op, FLAG_APPLIED);
588 548
589 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 550 * by this player due to race restrictions
591 */ 551 */
592 if (pl->type == PLAYER) { 552 if (pl->type == PLAYER)
553 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
594 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 559 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 561 {
603 } 562 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 563 continue;
623 } 564 }
624 if (op->nrof > 1) op->nrof = 1; 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)
625 } 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 }
626 581
582 if (op->nrof > 1)
583 op->nrof = 1;
584 }
585
627 if (op->type == SPELLBOOK && op->inv) { 586 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 }
630 588
631 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 591 * merged properly.
634 */ 592 */
635 if (need_identify(op)) { 593 if (need_identify (op))
594 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
598 }
599
600 if (op->type == SPELL)
639 } 601 {
640 if(op->type==SPELL) { 602 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 603 continue;
604 }
605 else if (op->type == SKILL)
644 } 606 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 608 op->stats.exp = 0;
648 op->level = 1; 609 op->level = 1;
649 } 610 }
650 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
653 614
654 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
655 link_player_skills(pl); 616 pl->contr->link_skills ();
656} 617}
657 618
658void get_name(object *op) { 619void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
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 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 620get_party_password (object *op, partylist *party)
621{
731 if (party == NULL) { 622 if (party == NULL)
623 {
732 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);
733 return; 625 return;
734 } 626 }
627
735 op->contr->write_buf[0]='\0'; 628 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
738 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:");
739} 632}
740
741 633
742/* 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
743int roll_stat(void) { 636roll_stat (void)
637{
744 int a[4],i,j,k; 638 int a[4], i, j, k;
745 639
746 for(i=0;i<4;i++) 640 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 641 a[i] = (int) rndm (6) + 1;
748 642
749 for(i=0,j=0,k=7;i<4;i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 644 if (a[i] < k)
751 k=a[i],j=i; 645 k = a[i], j = i;
752 646
753 for(i=0,k=0;i<4;i++) { 647 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 648 if (i != j)
755 k+=a[i]; 649 k += a[i];
756 } 650
757 return k; 651 return k;
758} 652}
759 653
760void roll_stats(object *op) { 654void
655object::roll_stats ()
656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
761 int sum=0; 661 int sum = 0;
762 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
764 664
765 do { 665 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 666 break;
767 op->stats.Dex=roll_stat(); 667 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 668
778 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 671
787 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 674
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 675 stats.exp = 0;
818 op->stats.ac=0; 676 stats.ac = 0;
819 677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
820 op->contr->levhp[1] = 9; 684 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 685 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 686 contr->levgrace[1] = 3;
823 687
824 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
825 op->stats.hp = op->stats.maxhp; 708 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 709 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 718 contr->orig_stats = stats;
719 }
829} 720}
830 721
831void Roll_Again(object *op) 722static void
723start_info (object *op)
832{ 724{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
841 726
842 if ( op->contr->Swap_First == -1 ) { 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 729}
950 730
951/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
955 * not the class. 735 * not the class.
956 */ 736 */
957 737void
958int key_change_class(object *op, char key) 738player::chargen_race_done ()
959{ 739{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 741 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 742
743 treasurelist *tl = treasurelist::find ("starting_wealth");
744 if (tl)
745 create_treasure (tl, ob, 0, 0, 0);
746
974 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
976 749
977 op->contr->state=ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
978 751
979 if (op->msg) 752 if (ob->msg)
980 op->msg=NULL; 753 ob->msg = 0;
981 754
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 755 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 757 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op); 758 esrv_send_inventory (ob, ob);
996 fix_player(op); 759 ob->update_stats ();
997 760
998 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
999 * is one for this race 762 * is one for this race
1000 */ 763 */
1001 if(*first_map_ext_path) { 764 if (*first_map_ext_path)
1002 object *tmp; 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 char mapname[MAX_BUF]; 766 else
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 768}
1017 return 0;
1018 }
1019 769
770void
771player::chargen_race_next ()
772{
1020 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1022 */ 775 */
1023 776
1024 tmp_loop = 0; 777 do
1025 while(!tmp_loop) { 778 {
1026 shstr name = op->name; 779 shstr name = ob->name;
1027 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
781
1028 remove_statbonus(op); 782 ob->remove_statbonus ();
1029 remove_ob (op); 783 ob->remove ();
1030 op->arch = get_player_archetype(op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1031 copy_object (&op->arch->clone, op); 785 ob->arch->copy_to (ob);
1032 op->instantiate (); 786 ob->instantiate ();
1033 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1034 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
1035 op->x = x; 789 ob->x = x;
1036 op->y = y; 790 ob->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 793 assign (ob->contr->title, ob->arch->object::name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 794 ob->add_statbonus ();
1042 tmp_loop=allowed_class(op);
1043 } 795 }
796 while (!allowed_class (ob));
797
1044 update_object(op,UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 799 esrv_update_item (UPD_FACE, ob, ob);
1046 fix_player(op); 800 ob->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1049 op->stats.grace=0; 803 ob->stats.grace = 0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054} 804}
1055 805
1056int key_confirm_quit(object *op, char key) 806void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 807flee_player (object *op)
808{
1102 int dir,diff; 809 int dir, diff;
1103 rv_vector rv; 810 rv_vector rv;
1104 811
1105 if(op->stats.hp < 0) { 812 if (op->stats.hp < 0)
813 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
816 return;
817 }
818
819 if (!op->enemy)
820 {
821 LOG (llevDebug, "Fleeing player had no enemy.\n");
822 CLEAR_FLAG (op, FLAG_SCARED);
823 return;
824 }
825
826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
827 {
828 op->enemy = NULL;
829 CLEAR_FLAG (op, FLAG_SCARED);
830 return;
831 }
832
833 get_rangevector (op, op->enemy, &rv, 0);
834
835 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++)
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)))
1108 return; 841 return;
1109 } 842 }
1110 843
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 846 op->enemy = NULL;
1145} 847}
1146
1147 848
1148/* 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.
1149 * 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
1150 * stop. 851 * stop.
1151 */ 852 */
853int
1152int check_pick(object *op) { 854check_pick (object *op)
855{
1153 object *tmp, *next; 856 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 857 int stop = 0;
1156 int j, k, wvratio; 858 int wvratio;
1157 char putstring[128], tmpstr[16];
1158
1159 859
1160 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1162 return 1; 862 return 1;
1163 863
1164 op_tag = op->count;
1165
1166 next = op->below; 864 next = op->below;
1167 if (next) 865
1168 next_tag = next->count; 866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1169 868
1170 /* 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
1171 * destroyed */ 870 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 871 while (next && !next->destroyed ())
1173 { 872 {
1174 tmp = next; 873 tmp = next;
1175 next = tmp->below; 874 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 875
1179 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 ())
1180 return 0; 883 return 0;
1181 884
1182 if ( ! can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1183 continue; 886 continue;
1184 887
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 889 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1189 continue; 893 continue;
1190 }
1191
1192 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) {
1194 switch (op->contr->mode) {
1195 case 0: return 1; /* don't pick up */
1196 case 1: pick_up (op, tmp);
1197 return 1;
1198 case 2: pick_up (op, tmp);
1199 return 0;
1200 case 3: return 0; /* stop before pickup */
1201 case 4: pick_up (op, tmp);
1202 break;
1203 case 5: pick_up (op, tmp);
1204 stop = 1;
1205 break;
1206 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp);
1210 break;
1211
1212 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp);
1215 break;
1216
1217 default:
1218 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp);
1224 } 894 }
1225 } 895
1226 else { /* old model */
1227 /* NEW pickup handling */ 896 /* pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 897 if (op->contr->mode & PU_DEBUG)
1229 { 898 {
1230 /* some debugging code to figure out item information */ 899 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL) 900 const char *str = tmp->name
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 901 ? format ("item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 903 : format ("item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring); 906 new_draw_info (NDI_UNIQUE, 0, op, str);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 }
1251 } 907 }
1252 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 908
1255#if 0 909 if (op->contr->mode & PU_INHIBIT)
1256 /* print the flags too */ 910 return 1;
1257 for(k=0;k<4;k++) 911
1258 { 912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 913 return 1;
1260 for(j=0;j<32;j++) 914
1261 {
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1263 if(!((j+1)%4))fprintf(stderr," ");
1264 }
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif
1268 }
1269 /* philosophy: 915 /* philosophy:
1270 * 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
1271 * generic. This takes no game-time. For more detailed pickups 917 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a 918 * and selections, select-items should be used. This is a
1273 * 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
1274 * example. 920 * example.
1275 * 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
1276 * 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
1277 * convert to decimal and then 'pickup <#> 923 * convert to decimal and then 'pickup <#>
1280 /* the first two modes are exclusive: if NOTHING we return, if 926 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially, 927 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */ 928 * meaning if any test passes, the item gets picked up. */
1283 929
1284 /* if mode is set to pick nothing up, return */ 930 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1; 931 if (op->contr->mode == PU_NOTHING)
932 return 1;
1287 933
1288 /* if mode is set to stop when encountering objects, return */ 934 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick 935 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */ 936 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0; 937 if (op->contr->mode & PU_STOP)
938 return 0;
1293 939
1294 /* useful for going into stores and not losing your settings... */ 940 /* useful for going into stores and not losing your settings... */
1295 /* 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
1296 * fighting */ 942 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1; 943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
1298 945
1299 /* prevent us from turning into auto-thieves :) */ 946 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
1301 949
1302 /* ignore known cursed objects */ 950 /* ignore known cursed objects */
1303 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;
1304 953
1305 /* all food and drink if desired */ 954 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */ 955 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD) 956 if (op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD) 957 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1310 if(op->contr->mode & PU_DRINK) 963 if (op->contr->mode & PU_DRINK)
1311 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)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1313 969
1314 if(op->contr->mode & PU_POTION) 970 if (op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION) 971 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1317 976
1318 /* spellbooks, skillscrolls and normal books/scrolls */ 977 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK) 978 if (op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK) 979 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
1322 if(op->contr->mode & PU_SKILLSCROLL) 985 if (op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL) 986 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
1325 if(op->contr->mode & PU_READABLES) 992 if (op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL) 993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
1328 998
1329 /* wands/staves/rods/horns */ 999 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE) 1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1333 1006
1334 /* pick up all magical items */ 1007 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL) 1008 if (op->contr->mode & PU_MAGICAL)
1336 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))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1338 1014
1339 if(op->contr->mode & PU_VALUABLES) 1015 if (op->contr->mode & PU_VALUABLES)
1340 { 1016 {
1341 if (tmp->type == MONEY || tmp->type == GEM) 1017 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1343 } 1022 }
1344 1023
1345 /* rings & amulets - talismans seems to be typed AMULET */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS) 1025 if (op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET) 1026 if (tmp->type == RING || tmp->type == AMULET)
1348 { 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 }
1349 1039
1350 /* bows and arrows. Bows are good for selling! */ 1040 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW) 1041 if (op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW) 1042 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1354 if(op->contr->mode & PU_ARROW) 1048 if (op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW) 1049 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1357 1054
1358 /* all kinds of armor etc. */ 1055 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR) 1056 if (op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR) 1057 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1362 if(op->contr->mode & PU_HELMET) 1063 if (op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET) 1064 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1365 if(op->contr->mode & PU_SHIELD) 1070 if (op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD) 1071 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1368 if(op->contr->mode & PU_BOOTS) 1077 if (op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS) 1078 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1371 if(op->contr->mode & PU_GLOVES) 1084 if (op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES) 1085 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1374 if(op->contr->mode & PU_CLOAK) 1091 if (op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK) 1092 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1377 1097
1378 /* hoping to catch throwing daggers here */ 1098 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON) 1099 if (op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1382 1105
1383 /* careful: chairs and tables are weapons! */ 1106 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON) 1107 if (op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 } 1108 {
1392 if(tmp->type == WEAPON && tmp->name==NULL) 1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1393 { 1115 }
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399 1116
1400 /* misc stuff that's useful */ 1117 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY) 1118 if (op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1404 1124
1405 /* 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
1406 * pickups */ 1126 * pickups */
1407 if(op->contr->mode & PU_RATIO) 1127 if (op->contr->mode & PU_RATIO)
1408 { 1128 {
1409 /* use value density to decide what else to grab */ 1129 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */ 1130 /* >=7 was >= op->contr->mode */
1411 /* >=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
1412 * and multiply them by 5, giving 0..15*5== 5..75 */ 1132 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5; 1133 wvratio = op->contr->mode & PU_RATIO;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1415 { 1135 {
1416 pick_up(op, tmp);
1417#if 0 1136#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) { 1138 if (tmp->name != NULL)
1139 {
1420 fprintf(stderr,"%s", tmp->name); 1140 fprintf (stderr, "%s", tmp->name);
1421 } 1141 }
1142 else
1422 else fprintf(stderr,"%s",tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1423 fprintf(stderr,",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1424 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))));
1425#endif 1146#endif
1147 CHK_PICK_PICKUP;
1426 continue; 1148 continue;
1427 } 1149 }
1150 } /* the new pickup model */
1428 } 1151 }
1429 } /* the new pickup model */ 1152
1430 }
1431 return ! stop; 1153 return !stop;
1432} 1154}
1433 1155
1434/* 1156/*
1435 * Find an arrow in the inventory and after that 1157 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1158 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1159 * found object is returned.
1438 */ 1160 */
1161object *
1439object *find_arrow(object *op, const char *type) 1162find_arrow (object *op, const char *type)
1440{ 1163{
1441 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);
1442 1167
1443 for(op=op->inv; op; op=op->below) 1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1445 QUERY_FLAG(op,FLAG_APPLIED)) 1170 if (object *arrow = find_arrow (tmp, type))
1446 tmp = find_arrow (op, type); 1171 {
1447 else if (op->type==ARROW && op->race==type) 1172 splay (tmp);
1448 return op; 1173 return arrow;
1174 }
1175
1449 return tmp; 1176 return 0;
1450} 1177}
1451 1178
1452/* 1179/*
1453 * 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
1454 * 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
1455 * 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
1456 * 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.
1457 */ 1184 */
1458 1185object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1460{ 1187{
1461 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1463 1190
1464 if (!type) 1191 if (!type)
1465 return NULL; 1192 return NULL;
1466 1193
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1194 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1195 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1197 {
1470 i = 0; 1198 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1472 if (i > betterby) { 1201 if (i > betterby)
1202 {
1473 tmp = ntmp; 1203 tmp = ntmp;
1474 betterby = i; 1204 betterby = i;
1475 } 1205 }
1206 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1207 else if (arrow->type == ARROW && arrow->race == type)
1208 {
1477 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1210 if (target->race && arrow->slaying.contains (target->race))
1479 strstr(arrow->slaying, target->race)) { 1211 {
1480 if (arrow->attacktype & AT_DEATH) { 1212 if (arrow->attacktype & AT_DEATH)
1213 {
1481 *better = 100; 1214 *better = 100;
1482 return arrow; 1215 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1216 }
1487 } else { 1217 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1218 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1219 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1220 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1221 }
1504 } 1222 }
1223 else
1224 {
1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1226 {
1227 attacktype = 1 << attacknum;
1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1230 {
1231 tmp = arrow;
1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1233 }
1234 }
1235
1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1237 {
1238 tmp = arrow;
1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1240 }
1241
1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1243 {
1244 tmp = arrow;
1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1246 }
1505 } 1247 }
1248 }
1506 } 1249 }
1250
1507 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1252 return find_arrow (op, type);
1509 1253
1510 *better = betterby; 1254 *better = betterby;
1511 return tmp; 1255 return tmp;
1512} 1256}
1513 1257
1514/* 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
1515 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1260 * op = the shooter
1517 * type = bow->race 1261 * type = bow->race
1518 * dir = fire direction 1262 * dir = fire direction
1519 */ 1263 */
1520 1264object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1522{ 1266{
1523 object *tmp = NULL; 1267 object *tmp = NULL;
1524 mapstruct *m; 1268 maptile *m;
1525 int i, mflags, found, number; 1269 int i, mflags, found, number;
1526 sint16 x, y; 1270 sint16 x, y;
1527 1271
1528 if (op->map == NULL) 1272 if (op->map == NULL)
1529 return find_arrow(op, type); 1273 return find_arrow (op, type);
1530 1274
1531 /* do a dex check */ 1275 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1276 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 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)))
1534 return find_arrow(op, type); 1278 return find_arrow (op, type);
1535 1279
1536 m = op->map; 1280 m = op->map;
1537 x = op->x; 1281 x = op->x;
1538 y = op->y; 1282 y = op->y;
1539 1283
1540 /* find the first target */ 1284 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1285 for (i = 0, found = 0; i < 20; i++)
1286 {
1542 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1292 {
1546 tmp = NULL; 1293 tmp = 0;
1294 break;
1295 }
1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1297 {
1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1299 * perhaps a bad assumption.
1300 */
1301 tmp = 0;
1302 break;
1303 }
1304
1305 if (mflags & P_IS_ALIVE)
1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1547 break; 1308 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1309 }
1565 if (tmp == NULL) 1310
1311 if (!tmp)
1566 return find_arrow(op, type); 1312 return find_arrow (op, type);
1567 1313
1568 if (tmp->head) 1314 if (tmp->head)
1569 tmp = tmp->head; 1315 tmp = tmp->head;
1570 1316
1571 return find_better_arrow(op, tmp, type, &i); 1317 return find_better_arrow (op, tmp, type, &i);
1572} 1318}
1573 1319
1574/* 1320/*
1575 * Creature fires a bow - op can be monster or player. Returns 1321 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1322 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1325 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1328 * player fire modes.
1583 */ 1329 */
1330int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1332{
1587 object *left, *bow; 1333 object *left, *bow;
1588 tag_t left_tag, tag; 1334 int mflags;
1589 int bowspeed, mflags; 1335 maptile *m;
1590 mapstruct *m;
1591 1336
1592 if (!dir) { 1337 if (!dir)
1338 {
1593 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!");
1594 return 0; 1340 return 0;
1341 }
1342
1343 if (op->contr)
1344 bow = op->current_weapon;
1345 else
1595 } 1346 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1350 */
1603 if(bow->type==BOW) 1351 if (bow->type == BOW)
1604 break; 1352 break;
1605 1353
1606 if (!bow) { 1354 if (!bow)
1355 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1357 return 0;
1609 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1610 } 1362 }
1363
1611 if( !bow->race || !bow->skill) { 1364 if (!bow->race || !bow->skill)
1365 {
1612 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);
1613 return 0; 1367 return 0;
1614 } 1368 }
1615 1369
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1370 if (arrow == NULL)
1371 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1373 {
1626 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* 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 */
1630 else 1377 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1632 return 0; 1380 return 0;
1633 } 1381 }
1634 } 1382 }
1383
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1385 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1386 return 0;
1638 } 1387
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1388 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1389 {
1640 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.");
1641 return 0; 1391 return 0;
1642 } 1392 }
1643 1393
1644 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1395 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1396 {
1647 free_object(arrow); 1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1398 arrow->destroy ();
1648 return 0; 1399 return 0;
1649 } 1400 }
1650 1401
1651 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count; 1403 arrow = arrow->split ();
1653 arrow = get_split_ob(arrow, 1); 1404 if (!arrow)
1654 if (arrow == NULL) { 1405 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1407 return 0;
1657 } 1408 }
1658 set_owner(arrow, op); 1409
1410 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1412 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1413
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 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 */
1672 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1417 arrow->custom_name = arrow->slaying;
1675 arrow->spellarg = strdup_local(arrow->slaying);
1676 1418
1677 /* Note that this was different for monsters - they got their level 1419#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1420 if (player *pl = op->contr)
1679 */
1680 1421 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1422 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1436 /* update the speed */
1686 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
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1438 + bow->stats.dam / 7.f;
1690 1439
1691 if (arrow->speed < 1.0) 1440 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1441 arrow->speed_left = 0;
1695 1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1444
1696 if (op->type == PLAYER) { 1445 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1446 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1448 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1454 }
1455 else
1456 {
1707 arrow->level = op->level; 1457 arrow->level = op->level;
1708 } 1458 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1459
1710 arrow->attacktype |= bow->attacktype; 1460 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1461 arrow->slaying = bow->slaying;
1713 1462
1714 arrow->map = m; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1465
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);
1715 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1472
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1474 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1475
1722 if (!was_destroyed(arrow, tag)) 1476 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1477 move_arrow (arrow);
1724 1478
1725 if (op->type == PLAYER) {
1726 if (was_destroyed (left, left_tag))
1727 esrv_del_item(op->contr, left_tag);
1728 else
1729 esrv_send_item(op, left);
1730 }
1731 return 1; 1479 return 1;
1732} 1480}
1733 1481
1734/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1483 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1484 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1485 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1486 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1487 * hence the function name.
1740 */ 1488 */
1489int
1741int player_fire_bow(object *op, int dir) 1490player_fire_bow (object *op, int dir)
1742{ 1491{
1743 int ret=0, wcmod=0; 1492 int ret;
1744 1493
1745 if (op->contr->bowtype == bow_bestarrow) { 1494 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1495 {
1747 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);
1748 dir, 0, op->x, op->y); 1497 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1751 wcmod =-1;
1752 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);
1753 op->x, op->y); 1502 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1503 else if (op->contr->bowtype == bow_threewide)
1504 {
1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1506 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 }
1509 else if (op->contr->bowtype == bow_spreadshot)
1510 {
1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1512 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);
1514 }
1515 else
1516 {
1517 /* Simple case */
1755 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);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1758 } else if (op->contr->bowtype == bow_spreadshot) {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1762
1763 } else {
1764 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1766 } 1519 }
1520
1767 return ret; 1521 return ret;
1768} 1522}
1769
1770 1523
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1773 */ 1526 */
1527void
1774void fire_misc_object(object *op, int dir) 1528fire_misc_object (object *op, int dir)
1775{ 1529{
1776 object *item; 1530 object *item = op->contr->ranged_ob;
1777 1531
1778 if (!op->contr->ranges[range_misc]) { 1532 if (!item)
1533 {
1779 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.");
1780 return; 1535 return;
1781 } 1536 }
1782 1537
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1538 if (!item->inv)
1539 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1541 return;
1787 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
1788 if (item->type == WAND) { 1547 if (item->type == WAND)
1548 {
1789 if(item->stats.food<=0) { 1549 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1550 {
1551 op->contr->play_sound (sound_find ("wand_poof"));
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
1792 return; 1554 return;
1793 } 1555 }
1556 }
1794 } else if (item->type == ROD || item->type==HORN) { 1557 else if (item->type == ROD || item->type == HORN)
1558 {
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 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
1797 if (item->type== ROD) 1567 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1569 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1571
1803 return; 1572 return;
1804 } 1573 }
1805 } 1574 }
1806 1575
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1577 {
1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1809 if (item->type == WAND) { 1580 if (item->type == WAND)
1581 {
1810 if (!(--item->stats.food)) { 1582 if (!(--item->stats.food))
1583 {
1811 object *tmp; 1584 object *tmp;
1585
1812 if (item->arch) { 1586 if (item->arch)
1587 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1815 item->speed = 0; 1590 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1591 }
1818 if ((tmp=is_player_inv(item))) 1592
1593 if (object *pl = item->visible_to ())
1819 esrv_update_item(UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1820 } 1595 }
1821 } 1596 }
1822 else if (item->type == ROD || item->type==HORN) { 1597 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1598 drain_rod_charge (item);
1824 }
1825 } 1599 }
1826} 1600}
1827 1601
1828/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1829 */ 1603 */
1604bool
1830void fire(object *op,int dir) { 1605fire (object *op, int dir)
1606{
1831 int spellcost=0; 1607 int spellcost = 0;
1832 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
1833 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1631 if (action_makes_visible (op))
1632 make_visible (op);
1835 1633
1836 switch(op->contr->shoottype) { 1634 switch (ob->type)
1837 case range_none: 1635 {
1838 return; 1636 case BOW:
1839
1840 case range_bow:
1841 player_fire_bow(op, dir); 1637 player_fire_bow (op, dir);
1842 return; 1638 break;
1843 1639
1844 case range_magic: /* Casting spells */ 1640 case SPELL:
1845 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);
1846 return; 1642 break;
1847 1643
1848 case range_misc: 1644 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 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)
1873 return; 1696 return 0;
1874 default: 1697 }
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1698
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)
1703 {
1704 /* Only let players use keys in containers */
1705 if (!pl->contr)
1876 return; 1706 return 0;
1877 }
1878}
1879 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 }
1880 1730
1731 return tmp;
1732}
1881 1733
1882/* find_key 1734/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1736 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1737 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1739 * pl is the player,
1888 * inv is the objects inventory to searched 1740 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1741 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1742 * This function can be called recursively to search containers.
1891 */ 1743 */
1892 1744object *
1893object * find_key(object *pl, object *container, object *door) 1745find_key (object *pl, object *container, object *door)
1894{ 1746{
1895 object *tmp,*key; 1747 if (door->slaying && is_match_expr (door->slaying))
1896
1897 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL;
1899
1900 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1902 if (door->type==DOOR && tmp->type==KEY) break;
1903 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys
1905 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1907 tmp->slaying==door->slaying) break;
1908 } 1748 {
1909 /* No key found - lets search inventories now */ 1749 // for match expressions, we try to find the key by applying the match
1910 /* 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
1911 * otherwise, if we search all the inventories and still don't find 1751 // of searching through containers ourselves.
1912 * a key, return 1752
1913 */ 1753 return match_one (door->slaying, container, door, pl, pl);
1914 if (!tmp) {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1919 }
1920 }
1921 if (!tmp) return NULL;
1922 } 1754 }
1923 /* We get down here if we have found a key. Now if its in a container, 1755 else
1924 * see if we actually want to use it 1756 return find_key_ (pl, container, door);
1925 */
1926 if (pl!=container) {
1927 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL;
1929 /* cases where this fails:
1930 * If we only search the player inventory, return now since we
1931 * are not in the players inventory.
1932 * If the container is not active, return now since only active
1933 * containers can be used.
1934 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active.
1938 *
1939 * Change the color so that the message doesn't disappear with
1940 * all the others.
1941 */
1942 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys")))
1946 ) {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door",
1949 query_name(tmp), query_name(container));
1950 return NULL;
1951 }
1952 }
1953 return tmp;
1954} 1757}
1955 1758
1956/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1959 * 0 otherwise 1762 * 0 otherwise
1960 */ 1763 */
1764static int
1961static int player_attack_door(object *op, object *door) 1765player_attack_door (object *op, object *door)
1962{ 1766{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
1967 */ 1770 */
1968 object *key=find_key(op, op, door); 1771 object *key = find_key (op, op, door);
1969 1772
1970 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1971 if (key) { 1774 if (key)
1775 {
1972 object *container=key->env; 1776 object *container = key->env;
1973 1777
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1778 if (action_makes_visible (op))
1779 make_visible (op);
1780
1976 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
1977 if (door->type == DOOR) { 1784 if (door->type == DOOR)
1978 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 */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1786 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1787 {
1982 "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);
1983 remove_door2(door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1790 }
1791
1985 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1794
1988 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
1796 }
1991 } else if (door->type==LOCKED_DOOR) { 1797 else if (door->type == LOCKED_DOOR)
1798 {
1992 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
1993 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...");
1994 return 1; 1801 return 1;
1995 } 1802 }
1803
1996 return 0; 1804 return 0;
1997} 1805}
1998 1806
1999/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2004 */ 1812 */
2005 1813bool
2006void move_player_attack(object *op, int dir) 1814move_player_attack (object *op, int dir)
2007{ 1815{
2008 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2009 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2010 int on_battleground; 1822 int on_battleground;
2011 mapstruct *m;
2012 1823
2013 nx=freearr_x[dir]+op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2015 1826
2016 on_battleground = op_on_battleground(op, NULL, NULL); 1827 on_battleground = op_on_battleground (op, 0, 0);
2017 1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
1831
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2022 * 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
2023 * 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
2024 * 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
2025 * move_ob uses. 1839 * move_ob uses.
2026 */ 1840 */
2027 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);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 1842
2039 mon = NULL;
2040 /* 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
2041 * 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.
2042 * 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
2043 * on the space 1846 * on the space
1847 */
1848 object *mon;
1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1850 {
1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
1856 }
1857
1858 if (!mon) /* This happens anytime the player tries to move */
1859 return false; /* into a wall */
1860
1861 mon = mon->head_ ();
1862
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
1865 if (player_attack_door (op, mon))
2044 */ 1866 {
2045 while (tmp!=NULL) { 1867 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 1868 return true;
2047 tmp=tmp->above; 1869 }
2048 continue; 1870
1871 /* The following deals with possibly attacking peaceful
1872 * or friendly creatures. Basically, all players are considered
1873 * unaggressive. If the moving player has peaceful set, then the
1874 * object should be pushed instead of attacked. It is assumed that
1875 * if you are braced, you will not attack friends accidently,
1876 * and thus will not push them.
1877 */
1878
1879 /* If the creature is a pet, push it even if the player is not
1880 * peaceful. Our assumption is the creature is a pet if the
1881 * player owns it and it is either friendly or unagressive.
1882 */
1883 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1888 {
1889 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced)
1891 return false;
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
1909 /* in certain circumstances, you shouldn't attack friendly
1910 * creatures. Note that if you are braced, you can't push
1911 * someone, but put it inside this loop so that you won't
1912 * attack them either.
1913 */
1914 if ((mon->type == PLAYER || mon->enemy != op)
1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1916 && ((op->contr->peaceful
1917 || (mon->type == PLAYER && mon->contr->peaceful))
1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
1921 {
1922 --op->speed_left;
1923
1924 if (!op->contr->braced)
1925 {
1926 op->play_sound (sound_find ("push_player"));
1927 push_ob (mon, dir, op);
2049 } 1928 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1929 else
2051 mon = tmp; 1930 op->statusmsg ("You withhold your attack");
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 1931
2062 if(mon->head != NULL) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2063 mon = mon->head; 1933 make_visible (op);
2064 1934
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1935 return true;
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 { 1936 }
2093 /* If we're braced, we don't want to switch places with it */ 1937 }
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else {
2120 new_draw_info(0, 0,op,"You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2126 * 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.
2127 */ 1940 */
2128 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
2129 recursive_roll(mon,dir,op); 1947 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 1948 if (action_makes_visible (op))
2131 } 1949 make_visible (op);
2132 1950
1951 return true;
1952 }
1953 }
2133 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2134 * 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
2135 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2136 * 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
2137 * 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.
2138 */ 1959 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 1962 {
2143 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 1964 {
2171 } /* if player should attack something */ 1965 --op->contr->weapon_sp_left;
2172}
2173 1966
1967 skill_attack (mon, op, 0, 0, 0);
1968
1969 if (action_makes_visible (op))
1970 make_visible (op);
1971
1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2174int move_player(object *op,int dir) { 1980move_player (object *op, int dir)
1981{
2175 int pick; 1982 int pick;
2176 1983
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 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;
2218} 2030}
2219 2031
2220/* 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
2221 * new client/server stuff. 2033 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2035 * the new speed values for commands.
2224 * 2036 *
2225 * 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.
2226 */ 2040 */
2041bool
2227int handle_newcs_player(object *op) 2042handle_newcs_player (object *op)
2228{ 2043{
2229 if (op->contr->hidden) {
2230 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 }
2243 }
2244
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2045 {
2046 if (op->speed_left > 0.f)
2047 {
2048 --op->speed_left;
2246 flee_player(op); 2049 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2050
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2051 return true;
2251 } 2052 }
2053 else
2054 return false;
2252 } 2055 }
2253 2056
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* 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
2267 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2059 * called, so we recheck it here.
2269 */ 2060 */
2270 HandleClient(&op->contr->socket, op->contr); 2061 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2062 return true;
2272 2063
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2065 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2066
2283 else return 0; 2067 return false;
2284 } 2068}
2069
2070int
2071save_life (object *op)
2072{
2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2074 return 0;
2286}
2287 2075
2288int save_life(object *op) { 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 object *tmp; 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2078 {
2079 op->play_sound (sound_find ("ob_evaporate"));
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2081
2082 tmp->destroy ();
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2084
2085 if (op->stats.hp < 0)
2086 op->stats.hp = op->stats.maxhp;
2087
2088 if (op->stats.food < 0)
2089 op->stats.food = 999;
2090
2091 op->update_stats ();
2292 return 0; 2092 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2093 }
2094
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2096 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2097 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2098 return 0;
2316} 2099}
2317 2100
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2104 * from.
2322 */ 2105 */
2106static void
2323void remove_unpaid_objects(object *op, object *env) 2107drop_unpaid_items (object *op, object *env)
2324{ 2108{
2325 object *next;
2326
2327 while (op) { 2109 while (op)
2110 {
2328 next=op->below; /* Make sure we have a good value, in case 2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329 * we remove object 'op' 2112
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2114 op->insert_at (env);
2333 op->x = env->x; 2115 else if (op->inv)
2334 op->y = env->y; 2116 drop_unpaid_items (op->inv, env);
2335 if (env->type == PLAYER) 2117
2336 esrv_del_item(env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0);
2338 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2340 op=next; 2118 op = next;
2341 } 2119 }
2342} 2120}
2343 2121
2122void
2123object::drop_unpaid_items ()
2124{
2125 if (!flag [FLAG_REMOVED])
2126 ::drop_unpaid_items (inv, this);
2127}
2344 2128
2345/* 2129/*
2346 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2351 */ 2135 */
2136const char *
2352char *gravestone_text (object *op) 2137gravestone_text (object *op)
2353{ 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 {
2354 static char buf2[MAX_BUF]; 2157 static char buf2[128];
2355 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2158 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER) {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2378 strcat (buf2, buf); 2161 }
2162
2379 return buf2; 2163 return buf;
2380} 2164}
2381 2165
2382 2166void
2383
2384void do_some_living(object *op) { 2167do_some_living (object *op)
2168{
2385 int last_food=op->stats.food; 2169 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2171 int over_hp, over_sp, over_grace;
2388 int i; 2172 int i;
2389 int rate_hp = 1200; 2173 int rate_hp = 1200;
2390 int rate_sp = 2500; 2174 int rate_sp = 2500;
2391 int rate_grace = 2000; 2175 int rate_grace = 2000;
2392 const int max_hp = 1; 2176 const int max_hp = 1;
2393 const int max_sp = 1; 2177 const int max_sp = 1;
2394 const int max_grace = 1; 2178 const int max_grace = 1;
2395 2179
2396 if (op->contr->outputs_sync) 2180 if (op->contr->hidden)
2397 { 2181 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2182 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2183 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2184 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2185 * alternate it here for it to work correctly.
2186 */
2187 if (pticks & 2)
2188 op->invisible--;
2402 } 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 }
2403 2198
2404 if(op->contr->state==ST_PLAYING) { 2199 if (op->contr->ns->state == ST_PLAYING)
2405 2200 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2203 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2205 else
2206 {
2411 gen_hp = op->stats.maxhp; 2207 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2209 }
2210
2414 if(op->contr->gen_sp >= 0 ) 2211 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2213 else
2214 {
2417 gen_sp = op->stats.maxsp; 2215 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2217 }
2218
2420 if(op->contr->gen_grace >= 0) 2219 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2221 else
2222 {
2423 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2225 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2226
2461 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2463 if(--op->last_grace<0) { 2229 if (--op->last_grace < 0)
2230 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2231 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2466 if(max_grace>1) { 2234 if (max_grace > 1)
2235 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2237 if (over_grace > 0)
2238 {
2469 op->stats.sp += over_grace 2239 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2240 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2241 op->last_grace = 0;
2242 }
2472 } else { 2243 else
2244 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2245 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2246 }
2474 } 2247 }
2475 } else { 2248 else
2249 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2251 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2253 }
2494 } 2254
2495 if(max_hp>1) { 2255 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2256 {
2504 } else { 2257 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2258 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2259 {
2507 } 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2261
2509 /* Digestion */ 2262 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2263 {
2511#ifdef COZY_SERVER 2264 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2265
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2266 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 break; 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 }
2539 } 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
2347 /* dms do not consume food */
2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2349 op->stats.food--;
2350 }
2351
2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2353 {
2354 object *flesh = 0;
2355
2356 for_inv_removable (op, tmp)
2357 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2362 {
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
2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2368 break;
2369 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2370 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2371 flesh = tmp;
2542 } /* end of for loop */ 2372 }
2373
2543 /* 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
2544 * eat flesh instead. 2375 * eat flesh instead.
2545 */ 2376 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 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.>");
2548 manual_apply(op,flesh,0); 2381 manual_apply (op, flesh, 0);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2549 } 2391 {
2550 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2551 2394
2552 while(op->stats.food<0&&op->stats.hp>0) 2395 if (op->stats.hp < 0)
2553 op->stats.food++,op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2554 2401
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2404 kill_player (op);
2405 }
2557} 2406}
2558
2559
2560 2407
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2411 * file.
2565 */ 2412 */
2413void
2566void kill_player(object *op) 2414kill_player (object *op)
2567{ 2415{
2568 char buf[MAX_BUF];
2569 int x, y; 2416 int x, y;
2570 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2572 /* int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat; */
2577 int will_kill_again; 2418 int will_kill_again;
2578 archetype *at; 2419 archetype *at;
2579 object *tmp; 2420 object *tmp;
2580 2421
2581 if(save_life(op)) 2422 if (save_life (op))
2582 return; 2423 return;
2583 2424
2425 dynbuf_text deathtab;
2584 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
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2466 */
2589 if (op_on_battleground(op, &x, &y)) { 2467 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2468 {
2591 "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603 2470
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 {
2620 sprintf(buf,"%s's finger", &op->name);
2621 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level),
2625 op->contr->killer);
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 } 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);
2632 2485 }
2486
2633 /* teleport defeated player to new destination*/ 2487 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2492 return;
2637 } 2493 }
2638 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2639 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2640 2499
2641 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2642 2501
2643 if(op->stats.food<0) { 2502 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2503
2664 /* save the map location for corpse, gravestone*/ 2504 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2505 x = op->x;
2506 y = op->y;
2507 map = op->map;
2666 2508
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2509 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2512 */
2673 2513
2674 /* Basically two ways to go - remove a stat permanently, or just 2514 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2515 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2516 * of death.
2677 */ 2517 */
2678#ifndef COZY_SERVER 2518#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2519 if (settings.balanced_stat_loss)
2520 {
2680 /* If stat loss is permanent, lose one stat only. */ 2521 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2523 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2524 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2525 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2526 little bit harder. */
2686 /* GD */ 2527 /* GD */
2687 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2529 num_stats_lose = 1;
2693 } 2530 else
2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2532 }
2533 else
2534 num_stats_lose = 1;
2535
2694 lost_a_stat = 0; 2536 lost_a_stat = 0;
2695 2537
2696 for (z=0; z<num_stats_lose; z++) { 2538 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2539 {
2540 i = rndm (NUM_STATS);
2698 2541
2699 if (settings.stat_loss_on_death) { 2542 if (settings.stat_loss_on_death)
2543 {
2700 /* 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
2701 * what he lost. 2545 * what he lost.
2702 */ 2546 */
2703 change_attr_value(&(op->stats), i,-1); 2547 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2548 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2549 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2550 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2551 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2552 lost_a_stat = 1;
2709 } else { 2553 }
2554 else
2555 {
2710 /* deplete a stat */ 2556 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2557 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2558 object *dep;
2559
2560 dep = present_arch_in_ob (deparch, op);
2561 if (!dep)
2713 2562 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2563 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2564 insert_ob_in_ob (dep, op);
2718 } 2565 }
2719 lose_this_stat = 1; 2566 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2567 if (settings.balanced_stat_loss)
2568 {
2721 /* GD */ 2569 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2570 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2571 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2572 if (this_stat < 0)
2573 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2574 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2575 int keep_chance = this_stat * this_stat;
2576
2727 /* Yes, I am paranoid. Sue me. */ 2577 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2578 if (keep_chance < 1)
2729 keep_chance = 1; 2579 keep_chance = 1;
2730 2580
2731 /* There is a maximum depletion total per level. */ 2581 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2582 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2583 {
2733 lose_this_stat = 0; 2584 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2585 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2586 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2587 }
2745 } 2588 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2589 {
2755 if (this_stat>=-50) { 2590 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2595 }
2762 } 2596 }
2763 } 2597 }
2764 } 2598
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2599 if (lose_this_stat)
2767 { 2600 {
2768 /* determine_god() seems to not work sometimes... why is this? 2601 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2602 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2603 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2604 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2605 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2606 * difference.
2774 " you.", god); 2607 */
2608 if (this_stat >= -50)
2775 else 2609 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2610 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2611 SET_FLAG (dep, FLAG_APPLIED);
2612 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2613 op->update_stats ();
2614 lost_a_stat = 1;
2615 }
2778 } 2616 }
2617 }
2618 }
2619
2620 /* If no stat lost, tell the player. */
2621 if (!lost_a_stat)
2622 {
2623 /* determine_god() seems to not work sometimes... why is this?
2624 Should I be using something else? GD */
2625 shstr_tmp god = determine_god (op);
2626
2627 if (god != shstr_none)
2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2629 else
2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2631 }
2632#else
2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2779#endif 2634#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2635
2783 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2637 * exp loss on the stone.
2785 */ 2638 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2640 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2643 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2646
2798 /**************************************/ 2647 /**************************************/
2799 /* */ 2648 /* */
2800 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2650 /* */
2804 /**************************************/ 2651 /**************************************/
2805 2652
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2654 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 2655
2832 /* 2656 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2658 * and put them back in the map.
2835 * in the map. 2659 */
2836 */ 2660 op->drop_unpaid_items ();
2837 2661
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2662 /****************************************/
2842 /* */ 2663 /* */
2843 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2845 /* */ 2666 /* */
2846 /****************************************/ 2667 /****************************************/
2847 2668
2848 enter_player_savebed(op); 2669 enter_player_savebed (op);
2849 2670
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2671 op->contr->braced = 0;
2854 save_player(op,1);
2855 2672
2856 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2676 * on the space that might harm the player.
2860 */ 2677 */
2861 will_kill_again=0; 2678 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2680 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2681 will_kill_again |= tmp->attacktype;
2865 } 2682
2866 if (will_kill_again) { 2683 if (will_kill_again)
2684 {
2867 object *force; 2685 object *force;
2868 int at; 2686 int at;
2869 2687
2870 force=get_archetype(FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2690 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2691 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2693 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2695 force->resist[at] = 100;
2696
2697 insert_ob_in_ob (force, op);
2698 op->update_stats ();
2699 }
2700
2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2702}
2703
2704void
2705loot_object (object *op)
2706{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next;
2708
2709 op->close_container (); /* close open sack first */
2710
2711 for (tmp = op->inv; tmp; tmp = next)
2712 {
2713 next = tmp->below;
2714
2715 if (tmp->invisible)
2716 continue;
2717
2718 tmp->remove ();
2719 tmp->x = op->x, tmp->y = op->y;
2720
2721 if (tmp->type == CONTAINER)
2722 loot_object (tmp); /* empty container to ground */
2723
2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2725 {
2726 if (tmp->nrof > 1)
2727 {
2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2730 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2731 else
2937 delete_character(op->name,1); 2732 tmp->destroy ();
2938 } 2733 }
2939 } 2734 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2736 }
2981} 2737}
2982 2738
2983/* 2739/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2742 * was changed.
2987 */ 2743 */
2988 2744void
2989void fix_weight(void) { 2745fix_weight (void)
2990 player *pl; 2746{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2747 for_all_players (pl)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2748 {
2993 if(old == sum) 2749 sint32 old = pl->ob->carrying;
2994 continue; 2750
2995 fix_player(pl->ob); 2751 pl->ob->update_weight ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2752
2997 &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 }
2998 } 2758 }
2999} 2759}
3000 2760
2761void
3001void fix_luck(void) { 2762fix_luck (void)
3002 player *pl; 2763{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2764 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2765 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2766 pl->ob->change_luck (0);
3006} 2767}
3007
3008 2768
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2770 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2771 * just treat this as any other spell casting object.
3012 */ 2772 */
3013
3014void 2773void
3015cast_dust (object * op, object * throw_ob, int dir) 2774cast_dust (object *op, object *throw_ob, int dir)
3016{ 2775{
3017 object *skop, *spob; 2776 object *skop, *spob;
3018 2777
3019 skop = find_skill_by_name (op, throw_ob->skill); 2778 skop = find_skill_by_name (op, throw_ob->skill);
3020 2779
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2780 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2781 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2782 {
3024 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);
3025 &op->name);
3026 return; 2784 return;
3027 } 2785 }
3028 2786
3029 spob = throw_ob->inv; 2787 spob = throw_ob->inv;
3030 2788
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 2791 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2792 if (!spob)
3035 { 2793 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 2795 return;
3039 } 2796 }
3040 2797
3041 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3042 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);
3043 2800
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2801 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2802
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2803 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2804}
3050 2805
2806void
3051void make_visible (object *op) { 2807make_visible (object *op)
3052 op->hide = 0; 2808{
2809 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2810 op->invisible = 0;
2811
3054 if(op->type==PLAYER) { 2812 if (op->type == PLAYER)
2813 {
3055 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3057 } 2816 }
2817
3058 update_object(op,UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3059} 2819}
3060 2820
2821int
3061int is_true_undead(object *op) { 2822is_true_undead (object *op)
3062 object *tmp=NULL; 2823{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2825 return 1;
3065 2826
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 2827 return 0;
3071} 2828}
3072 2829
3073/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2832 * indicate greater hideability.
3076 */ 2833 */
3077 2834int
3078int hideability(object *ob) { 2835hideability (object *ob)
2836{
3079 int i,level=0, mflag; 2837 int i, level = 0, mflag;
3080 sint16 x,y; 2838 sint16 x, y;
3081 2839
3082 if(!ob||!ob->map) return 0; 2840 if (!ob || !ob->map)
2841 return 0;
3083 2842
3084 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3086 2845
3087 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2849 if (ob->has_carried_lights ())
2850 level = -(10 + (2 * ob->map->darklevel ()));
3091 2851
3092 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2858 if (mflag & P_OUT_OF_MAP)
2859 continue;
2860
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2862 level += 2;
3098 else /* open terrain! */ 2863 else /* open terrain! */
3099 level -= 1; 2864 level -= 1;
3100 } 2865 }
3101 2866
3102#if 0 2867#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2868 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2869#endif
3105 return level; 2870 return level;
3106} 2871}
3107 2872
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2877 */
3113 2878void
3114void do_hidden_move (object *op) { 2879do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2880{
3116 object *skop; 2881 int hide = 0;
3117 2882
3118 if(!op || !op->map) return; 2883 if (!op || !op->map)
2884 return;
3119 2885
3120 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);
3121 2888
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2890 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2891 if (!skop || num >= skop->level)
2892 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 2894 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2895 return;
3136 "You moved out of hiding! You are visible!");
3137 } 2896 }
2897 else
2898 num += 20;
2899
2900 num += op->map->difficulty;
2901 hide = hideability (op); /* modify by terrain hidden level */
2902 num -= hide;
2903
2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2905 {
2906 make_visible (op);
2907
2908 if (op->type == PLAYER)
2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2910 }
3138 else if (op->type == PLAYER && skop) { 2911 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 2913}
3142 2914
3143/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3144 2916
2917int
3145int stand_near_hostile( object *who ) { 2918stand_near_hostile (object *who)
2919{
3146 object *tmp=NULL; 2920 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2921 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2922 maptile *m;
3149 sint16 x,y; 2923 sint16 x, y;
3150 2924
3151 if(!who) return 0; 2925 if (!who)
2926 return 0;
3152 2927
3153 if(who->type==PLAYER) player=1; 2928 if (who->type == PLAYER)
2929 player = 1;
2930
2931 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2932 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 2933
3156 /* search adjacent squares */ 2934 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 2935 for (i = 1; i < 9; i++)
2936 {
3158 x = who->x+freearr_x[i]; 2937 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 2938 y = who->y + freearr_y[i];
3160 m = who->map; 2939 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 2940 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 2941 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 2942 * blocked, don't need to check this space.
3164 */ 2943 */
3165 if (mflags & P_OUT_OF_MAP) continue; 2944 if (mflags & P_OUT_OF_MAP)
2945 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 2947 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2948
3169 if((player||friendly) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2950 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 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)
3171 return 1; 2957 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 2958 }
3178 } 2959 }
3179 } 2960 }
3180 return 0; 2961 return 0;
3181} 2962}
3182 2963
3183/* check the player los field for viewability of the 2964/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 2974 * -b.t.
3194 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3195 */ 2976 */
3196 2977int
3197int player_can_view (object *pl,object *op) { 2978player_can_view (object *pl, object *op)
2979{
3198 rv_vector rv; 2980 rv_vector rv;
3199 int dx,dy; 2981 int dx, dy;
3200 2982
3201 if(pl->type!=PLAYER) { 2983 if (pl->type != PLAYER)
2984 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 2986 return -1;
3204 } 2987 }
3205 if (!pl || !op) return 0;
3206 2988
3207 if(op->head) { op = op->head; } 2989 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 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;
3231} 3014}
3232 3015
3233/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3236 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3237 * return 0. 3020 * return 0.
3238 */ 3021 */
3022int
3239int action_makes_visible (object *op) { 3023action_makes_visible (object *op)
3240 3024{
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3026 {
3242 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
3243 return 0; 3034 return 0;
3035 }
3244 3036
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3037 if (op->contr && op->contr->tmp_invis == 0)
3038 return 0;
3246 3039
3247 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3248 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 {
3249 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");
3250 return 1; 3044 return 1;
3251 } 3045 }
3252 } 3046 }
3047
3253 return 0; 3048 return 0;
3254} 3049}
3255 3050
3256/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3053 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3054 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 3058 */
3059int
3264int op_on_battleground (object *op, int *x, int *y) { 3060op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3061{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3069 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3071 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3073 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3076 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3077 /* before we assign the exit, check if this is a teambattle */
3279 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))
3280 object *invtmp; 3079 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3081 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3083 {
3284 if (x != NULL && y != NULL) 3084 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3286 return 1; 3087 return 1;
3088 }
3287 } 3089 }
3288 } 3090 }
3289 } 3091
3290 if (x != NULL && y != NULL) 3092 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3292 return 1; 3095 return 1;
3096 }
3293 } 3097 }
3294 }
3295 } 3098 }
3099
3296 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3297 return 0; 3101 return 0;
3298} 3102}
3299 3103
3300/* 3104/*
3304 * attributes: 3108 * attributes:
3305 * object *who the dragon player 3109 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3110 * int atnr the attack-number of the ability focus
3307 * int level ability level 3111 * int level ability level
3308 */ 3112 */
3113void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3114dragon_ability_gain (object *who, int atnr, int level)
3115{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3116 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3117 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3118 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3119 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3121 int i = 0, j = 0;
3316 3122
3317 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3132
3327 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3134 return;
3135
3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3137
3138 if (!tr || !tr->item)
3139 {
3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3141 return;
3142 }
3143
3144 /* everything seems okay - now bring on the gift: */
3145 item = tr->item;
3146
3147 if (item->type == SPELL)
3148 {
3149 if (check_spell_known (who, item->name))
3328 return; 3150 return;
3329 3151
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3152 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3153 do_learn_spell (who, item, 0);
3332 3154 return;
3333 if (tr == NULL || tr->item == NULL) { 3155 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3156
3157 /* grant direct spell */
3158 if (item->type == SPELLBOOK)
3159 {
3160 if (!item->inv)
3161 {
3162 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3163 return;
3164 }
3165 if (check_spell_known (who, item->inv->name))
3335 return; 3166 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3167 if (item->invisible)
3168 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3170 do_learn_spell (who, item->inv, 0);
3361 return; 3171 return;
3362 } 3172 }
3363 } 3173 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3174 else if (item->type == SKILL_TOOL && item->invisible)
3175 {
3365 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 {
3366 3178
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3179 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3182 * but not all of them, he gets nothing.
3371 */ 3183 */
3372 if (!(skop->attacktype & item->attacktype)) { 3184 if (!(skop->attacktype & item->attacktype))
3185 {
3373 /* Give new attacktype */ 3186 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3187 skop->attacktype |= item->attacktype;
3375 3188
3376 /* always add physical if there's none */ 3189 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3190 skop->attacktype |= AT_PHYSICAL;
3378 3191
3379 if (item->msg != NULL) 3192 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3193 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3194
3382 /* Give player new face */ 3195 /* Give player new face */
3383 if (item->animation_id) { 3196 if (item->animation_id)
3197 {
3384 who->face = skop->face; 3198 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3199 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3200 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3201 who->last_anim = 0;
3388 who->state = 0; 3202 who->state = 0;
3389 animate_object(who, who->direction); 3203 animate_object (who, who->direction);
3390 } 3204 }
3391 } 3205 }
3392 } 3206 }
3393 } 3207 }
3394 else if (item->type == FORCE) { 3208 else if (item->type == FORCE)
3209 {
3395 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3211 object *skin;
3212
3397 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3398 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)
3399 skin=skin->below); 3215 ;
3400 if (skin == NULL) return; 3216
3401 3217 if (!skin)
3218 return;
3219
3402 /* adding new spellpath attunements */ 3220 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3221 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3222 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3223 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3224
3406 /* print message */ 3225 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3226 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3227 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3228 {
3409 if(item->path_attuned & (1<<i)) { 3229 if (item->path_attuned & (1 << i))
3230 {
3410 if (j) 3231 if (j)
3411 strcat(buf," and "); 3232 strcat (buf, " and ");
3412 else 3233 else
3413 j = 1; 3234 j = 1;
3414 strcat(buf, spellpathnames[i]); 3235 strcat (buf, spellpathnames[i]);
3415 } 3236 }
3416 } 3237 }
3417 strcat(buf,"."); 3238 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3239 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3240 }
3420 3241
3421 /* evtl. adding flags: */ 3242 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3243 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3244 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3245 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3246 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3247 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3248 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3249
3429 /* print message if there is one */ 3250 /* print message if there is one */
3430 if (item->msg != NULL) 3251 if (item->msg != NULL)
3431 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
3432 } 3255 {
3433 else {
3434 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3260 }
3441} 3261}
3442 3262
3443/** 3263/**
3444 * 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
3445 * not readied. 3265 * not readied.
3446 */ 3266 */
3267void
3447void player_unready_range_ob(player *pl, object *ob) { 3268player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3269{
3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3449 3272
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3273 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3274 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3275
3453 if (pl->shoottype == i) { 3276 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3277 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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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