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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 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 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name);
115
116 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob))
115 } 118 {
116 rules[0]='\0'; 119 object *tmp, *abil = 0, *skin = 0;
117 size=0; 120
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 122 if (tmp->type == FORCE)
120 continue; 123 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 124 abil = tmp;
125 else if (tmp->arch->archname == shstr_dragon_skin_force)
126 skin = tmp;
127
128 set_dragon_name (ob, abil, skin);
129 }
130
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132
133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
122 { 197 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 198 case SKILL:
124 break; 199 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; 200 break;
167 } 201
168 strncat(news+size,buf,HUGE_BUF-size); 202 case WAND:
169 size+=strlen(buf); 203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
170 } 212 }
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}
180 213
181int playername_ok(const char *cp) { 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 215 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} 216}
190 217
191/* This no longer sets the player map. Also, it now updates 218void
192 * all the pointers so the caller doesn't need to do that. 219player::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{ 220{
205 object *op = arch_to_object (get_player_archetype (NULL)); 221 observe = viewpoint = op ? op : ob;
206 int i; 222 do_los = 1;
223}
207 224
208 if (!p) 225void
209 { 226player::set_viewpoint (object *op)
210 p = new player; 227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
211 231
212 /* This adds the player in the linked list. There is extra 232//+GPL
213 * complexity here because we want to add the new player at the
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;
225 233
226 p->next = NULL; 234player::player ()
227 } 235{
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234
235 /* There are some elements we want initialized to non zero value - 236 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 237 * we deal with that below this point.
237 */ 238 */
238 p->party = NULL; 239 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 240 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 242
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
249 244
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 245 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 246 bowtype = bow_normal;
267 p->petmode = pet_normal; 247 petmode = pet_normal;
268 p->listening = 10;
269 p->usekeys = containers; 248 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 250 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 251
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 252 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 253 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 254}
279 255
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 256void
257player::do_destroy ()
258{
259 disconnect ();
281 260
282 /* we need to clear these to -1 and not zero - otherwise, 261 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 262
284 * send new values to the client, as things like exp start 263 if (ob)
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 264 {
292 for (i = 0; i < NROFATTACKS; i++) 265 ob->destroy_inv (false);
266 ob->destroy ();
293 { 267 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298 268
299 p->socket.update_look = 0; 269 ob = observe = viewpoint = 0;
300 p->socket.look_position = 0;
301 return p;
302} 270}
303 271
304/* This loads the first map an puts the player on it. */ 272player::~player ()
305static void set_first_map(object *op)
306{ 273{
307 strcpy(op->contr->maplevel, first_map_path); 274 /* Clear item stack */
308 op->x = -1; 275 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312
313/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 276}
342 277
343/* 278/*
344 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
347 */ 282 */
283static archetype *
348archetype *get_player_archetype(archetype* at) 284get_player_archetype (archetype *at)
349{ 285{
350 archetype *start = at; 286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
351 for (;;) { 294 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 295 {
363} 296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
364 300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
304}
365 305
306/* Tries to add player on the connection passed in ns.
307 * All we can really get in this is some settings like host and display
308 * mode.
309 */
310player *
311player::create ()
312{
313 player *pl = new player;
314
315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
323 return pl;
324}
325
326object *
366object *get_nearest_player(object *mon) { 327get_nearest_player (object *mon)
328{
367 object *op = NULL; 329 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 330 objectlink *ol;
370 unsigned lastdist; 331 unsigned lastdist;
371 rv_vector rv; 332 rv_vector rv;
372 333
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 335 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 337 continue;
400 338
401 if(lastdist>rv.distance) { 339 if (lastdist > rv.distance)
340 {
402 op=ol->ob; 341 op = ol->ob;
403 lastdist=rv.distance; 342 lastdist = rv.distance;
404 } 343 }
405 } 344 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 345
346 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 347 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 348 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 349 {
414 } 350 op = pl->ob;
351 lastdist = rv.distance;
352 }
353
415#if 0 354#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 355 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 356#endif
418 return op; 357 return op;
419} 358}
420 359
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 360/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 361 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 362 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 376 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 377 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 378 * is probably not a good thing.
440 */ 379 */
441#define MAX_SPACES 50 380#define MAX_SPACES 50
442
443 381
444/* 382/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 384 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 385 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 398 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 399 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 400 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 401 * is blocking itself.
464 */ 402 */
403int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 404path_to_player (object *mon, object *pl, unsigned mindiff)
405{
466 rv_vector rv; 406 rv_vector rv;
467 sint16 x,y; 407 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 409 maptile *m, *lastmap;
470 410
471 get_rangevector(mon, pl, &rv, 0); 411 get_rangevector (mon, pl, &rv, 0);
472 412
473 if (rv.distance<mindiff) return 0; 413 if (rv.distance < mindiff)
414 return 0;
474 415
475 x=mon->x; 416 x = mon->x;
476 y=mon->y; 417 y = mon->y;
477 m=mon->map; 418 m = mon->map;
478 dir = rv.direction; 419 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422
481 /* If we can't solve it within the search distance, return now. */ 423 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 424 if (diff > max)
425 return 0;
426
483 while (diff >1 && max>0) { 427 while (diff > 1 && max > 0)
428 {
484 lastx = x; 429 lastx = x;
485 lasty = y; 430 lasty = y;
486 lastmap = m; 431 lastmap = m;
487 x = lastx + freearr_x[dir]; 432 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 433 y = lasty + freearr_y[dir];
489 434
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 435 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 437
493 /* Space is blocked - try changing direction a little */ 438 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 440 && (m == mon->map && blocked_link (mon, m, x, y))))
441 {
496 /* recalculate direction from last good location. Possible 442 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 443 * we were not traversing ideal location before.
498 */ 444 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 446 if (rv.direction != dir)
447 {
501 /* OK - says direction should be different - lets reset the 448 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 449 * the values so it will try again.
503 */ 450 */
504 x = lastx; 451 x = lastx;
505 y = lasty; 452 y = lasty;
506 m = lastmap; 453 m = lastmap;
507 dir = firstdir = rv.direction; 454 dir = firstdir = rv.direction;
455 }
508 } else { 456 else
457 {
509 /* direct path is blocked - try taking a side step to 458 /* direct path is blocked - try taking a side step to
510 * either the left or right. 459 * either the left or right.
511 * Note increase the values in the loop below to be 460 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 461 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 462 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 463 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 464 * stepping back and forth
516 */ 465 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 {
468 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 469 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 470 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 471 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 472 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 473 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 474 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 475 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 476 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 477 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 478 * the last direction the creature has successfully
528 * moved. 479 * moved.
529 */ 480 */
530 481
531 x = lastx + freearr_x[absdir(lastdir+i)]; 482 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 483 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 484 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 485 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 486 if (mflags & P_OUT_OF_MAP)
487 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 488 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 489 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
490 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 491 if (mflags & P_BLOCKSVIEW)
492 continue;
539 493
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 494 if (m == mon->map && blocked_link (mon, m, x, y))
495 break;
541 } 496 }
542 /* go through entire loop without finding a valid 497 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 498 * sidestep to take - thus, no valid path.
544 */ 499 */
545 if (i==(DETOUR_AMOUNT+1)) 500 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 501 return 0;
547 diff--; 502 diff--;
548 lastdir=dir; 503 lastdir = dir;
549 max--; 504 max--;
550 if (!firstdir) firstdir = dir+i; 505 if (!firstdir)
506 firstdir = dir + i;
551 } /* else check alternate directions */ 507 } /* else check alternate directions */
552 } /* if blocked */ 508 } /* if blocked */
553 else { 509 else
510 {
554 /* we moved towards creature, so diff is less */ 511 /* we moved towards creature, so diff is less */
555 diff--; 512 diff--;
556 max--; 513 max--;
557 lastdir=dir; 514 lastdir = dir;
515 if (!firstdir)
558 if (!firstdir) firstdir = dir; 516 firstdir = dir;
517 }
518
519 if (diff <= 1)
559 } 520 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 522 * headed toward player for entire distance.
563 */ 523 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 526 }
567 if (diff>max) return 0; 527
528 if (diff > max)
529 return 0;
568 } 530 }
531
569 /* If we reached the max, didn't find a direction in time */ 532 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 533 if (!max)
534 return 0;
571 535
572 return firstdir; 536 return firstdir;
573} 537}
574 538
539void
575void give_initial_items(object *pl,treasurelist *items) { 540give_initial_items (object *pl, treasurelist *items)
576 object *op,*next=NULL; 541{
577
578 if(pl->randomitems!=NULL) 542 if (pl->randomitems)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 544
581 for (op=pl->inv; op; op=next) { 545 for (object *next, *op = pl->inv; op; op = next)
546 {
582 next = op->below; 547 next = op->below;
583 548
584 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 551 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 553 SET_FLAG (op, FLAG_APPLIED);
589 554
590 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 556 * by this player due to race restrictions
592 */ 557 */
593 if (pl->type == PLAYER) { 558 if (pl->type == PLAYER)
559 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
595 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
596 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
597 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
598 op->type == BRACERS || op->type == GIRDLE)) || 565 || op->type == BRACERS || op->type == GIRDLE))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 567 {
604 } 568 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 569 continue;
624 } 570 }
625 if (op->nrof > 1) op->nrof = 1; 571 }
572
573 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex
576 */
577 if (op->type == SKILL)
626 } 578 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name)
581 {
582 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break;
586 }
627 587
588 if (op->nrof > 1)
589 op->nrof = 1;
590 }
591
628 if (op->type == SPELLBOOK && op->inv) { 592 if (op->type == SPELLBOOK && op->inv)
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 }
631 594
632 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 597 * merged properly.
635 */ 598 */
636 if (need_identify(op)) { 599 if (need_identify (op))
600 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
604 }
605
606 if (op->type == SPELL)
640 } 607 {
641 if(op->type==SPELL) { 608 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 609 continue;
610 }
611 else if (op->type == SKILL)
645 } 612 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 614 op->stats.exp = 0;
649 op->level = 1; 615 op->level = 1;
650 } 616 }
651 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
654 620
655 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
656 link_player_skills(pl); 622 pl->contr->link_skills ();
657} 623}
658 624
659void get_name(object *op) { 625void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 626get_party_password (object *op, partylist *party)
627{
732 if (party == NULL) { 628 if (party == NULL)
629 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 630 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 631 return;
735 } 632 }
633
736 op->contr->write_buf[0]='\0'; 634 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 638}
741
742 639
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int
744int roll_stat(void) { 642roll_stat (void)
643{
745 int a[4],i,j,k; 644 int a[4], i, j, k;
746 645
747 for(i=0;i<4;i++) 646 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 647 a[i] = (int) rndm (6) + 1;
749 648
750 for(i=0,j=0,k=7;i<4;i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 650 if (a[i] < k)
752 k=a[i],j=i; 651 k = a[i], j = i;
753 652
754 for(i=0,k=0;i<4;i++) { 653 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 654 if (i != j)
756 k+=a[i]; 655 k += a[i];
757 } 656
758 return k; 657 return k;
759} 658}
760 659
761void roll_stats(object *op) { 660void
661object::roll_stats ()
662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
762 int sum=0; 667 int sum = 0;
763 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
765 670
766 do { 671 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 672 break;
768 op->stats.Dex=roll_stat(); 673 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 674
779 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 677
788 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 680
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 681 stats.exp = 0;
819 op->stats.ac=0; 682 stats.ac = 0;
820 683
684 stats.hp = stats.maxhp;
685 stats.sp = stats.maxsp;
686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
821 op->contr->levhp[1] = 9; 690 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 691 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 692 contr->levgrace[1] = 3;
824 693
825 fix_player(op); 694 contr->orig_stats = stats;
695 }
696}
697
698void
699object::swap_stats (int a, int b)
700{
701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
702
703 for (int i = 0; i < NUM_STATS; ++i)
704 stats.stat (i) = contr->orig_stats.stat (i);
705
706 //TODO: the following code looks so borked and should, at the very least,
707 // be merged with the similar code in roll_stats
708 stats.ac = 0;
709
710 level = 1;
711 stats.exp = 0;
712 stats.ac = 0;
713
826 op->stats.hp = op->stats.maxhp; 714 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 715 stats.sp = stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 716 stats.grace = stats.maxgrace;
717
718 if (contr)
719 {
720 contr->levhp[1] = 9;
721 contr->levsp[1] = 6;
722 contr->levgrace[1] = 3;
723
829 op->contr->orig_stats=op->stats; 724 contr->orig_stats = stats;
725 }
830} 726}
831 727
832void Roll_Again(object *op) 728static void
729start_info (object *op)
833{ 730{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
842 732
843 if ( op->contr->Swap_First == -1 ) { 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf);
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 735}
951 736
952/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
956 * not the class. 741 * not the class.
957 */ 742 */
958 743void
959int key_change_class(object *op, char key) 744player::chargen_race_done ()
960{ 745{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 747 esrv_new_player (ob->contr);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 748
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0);
752
975 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
977 755
978 op->contr->state=ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
979 757
980 if (op->msg) 758 if (ob->msg)
981 op->msg=NULL; 759 ob->msg = 0;
982 760
983 /* We create this now because some of the unique maps will need it
984 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op); 761 start_info (ob);
993 CLEAR_FLAG(op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 763 give_initial_items (ob, ob->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op); 764 esrv_send_inventory (ob, ob);
997 fix_player(op); 765 ob->update_stats ();
998 766
999 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1000 * is one for this race 768 * is one for this race
1001 */ 769 */
1002 if(*first_map_ext_path) { 770 if (*first_map_ext_path)
1003 object *tmp; 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1004 mapstruct *oldmap = op->map; 772 else
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 774}
1019 return 0;
1020 }
1021 775
776void
777player::chargen_race_next ()
778{
1022 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1024 */ 781 */
1025 782
1026 tmp_loop = 0; 783 do
1027 while(!tmp_loop) { 784 {
1028 shstr name = op->name; 785 shstr name = ob->name;
1029 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
787
1030 remove_statbonus(op); 788 ob->remove_statbonus ();
1031 remove_ob (op); 789 ob->remove ();
1032 op->arch = get_player_archetype(op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1033 copy_object (&op->arch->clone, op); 791 ob->arch->copy_to (ob);
1034 op->instantiate (); 792 ob->instantiate ();
1035 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1036 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
1037 op->x = x; 795 ob->x = x;
1038 op->y = y; 796 ob->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 799 assign (ob->contr->title, ob->arch->object::name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 800 ob->add_statbonus ();
1044 tmp_loop=allowed_class(op);
1045 } 801 }
802 while (!allowed_class (ob));
803
1046 update_object(op,UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 805 esrv_update_item (UPD_FACE, ob, ob);
1048 fix_player(op); 806 ob->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1051 op->stats.grace=0; 809 ob->stats.grace = 0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056} 810}
1057 811
1058int key_confirm_quit(object *op, char key) 812static void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 813flee_player (object *op)
814{
1104 int dir,diff; 815 int dir, diff;
1105 rv_vector rv; 816 rv_vector rv;
1106 817
1107 if(op->stats.hp < 0) { 818 if (op->stats.hp < 0)
819 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
822 return;
823 }
824
825 if (!op->enemy)
826 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED);
829 return;
830 }
831
832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 {
834 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED);
836 return;
837 }
838
839 get_rangevector (op, op->enemy, &rv, 0);
840
841 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++)
843 {
844 int m = 1 - rndm (2) * 2;
845
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1110 return; 847 return;
1111 } 848 }
1112 849
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 852 op->enemy = NULL;
1147} 853}
1148
1149 854
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* check_pick sees if there is stuff to be picked up/picks up stuff.
1151 * IT returns 1 if the player should keep on moving, 0 if he should 856 * It returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 857 * stop.
1153 */ 858 */
859int
1154int check_pick(object *op) { 860check_pick (object *op)
861{
1155 object *tmp, *next; 862 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 863 int stop = 0;
1158 int j, k, wvratio; 864 int wvratio;
1159 char putstring[128], tmpstr[16];
1160
1161 865
1162 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1164 return 1; 868 return 1;
1165 869
1166 op_tag = op->count;
1167
1168 next = op->below; 870 next = op->below;
1169 if (next) 871
1170 next_tag = next->count; 872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1171 874
1172 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 876 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 877 while (next && !next->destroyed ())
1175 { 878 {
1176 tmp = next; 879 tmp = next;
1177 next = tmp->below; 880 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 881
1181 if (was_destroyed (op, op_tag)) 882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
888 if (op->destroyed ())
1182 return 0; 889 return 0;
1183 890
1184 if ( ! can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1185 continue; 892 continue;
1186 893
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 895 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1191 continue; 899 continue;
1192 }
1193
1194 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) {
1196 switch (op->contr->mode) {
1197 case 0: return 1; /* don't pick up */
1198 case 1: pick_up (op, tmp);
1199 return 1;
1200 case 2: pick_up (op, tmp);
1201 return 0;
1202 case 3: return 0; /* stop before pickup */
1203 case 4: pick_up (op, tmp);
1204 break;
1205 case 5: pick_up (op, tmp);
1206 stop = 1;
1207 break;
1208 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp);
1212 break;
1213
1214 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp);
1217 break;
1218
1219 default:
1220 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp);
1226 } 900 }
1227 } 901
1228 else { /* old model */
1229 /* NEW pickup handling */ 902 /* pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
1231 { 904 {
1232 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL) 906 const char *str = tmp->name
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 907 ? format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 909 : format ("item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring); 912 new_draw_info (NDI_UNIQUE, 0, op, str);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 }
1253 } 913 }
1254 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 914
1257#if 0 915 if (op->contr->mode & PU_INHIBIT)
1258 /* print the flags too */ 916 return 1;
1259 for(k=0;k<4;k++) 917
1260 { 918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 919 return 1;
1262 for(j=0;j<32;j++) 920
1263 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1265 if(!((j+1)%4))fprintf(stderr," ");
1266 }
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif
1270 }
1271 /* philosophy: 921 /* philosophy:
1272 * It's easy to grab an item type from a pile, as long as it's 922 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups 923 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 924 * and selections, select-items should be used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for 925 * grab-as-you-run type mode that's really useful for arrows for
1276 * example. 926 * example.
1277 * The drawback: right now it has no frontend, so you need to 927 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then 928 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#> 929 * convert to decimal and then 'pickup <#>
1282 /* the first two modes are exclusive: if NOTHING we return, if 932 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 933 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 934 * meaning if any test passes, the item gets picked up. */
1285 935
1286 /* if mode is set to pick nothing up, return */ 936 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1; 937 if (op->contr->mode == PU_NOTHING)
938 return 1;
1289 939
1290 /* if mode is set to stop when encountering objects, return */ 940 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 941 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 942 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0; 943 if (op->contr->mode & PU_STOP)
944 return 0;
1295 945
1296 /* useful for going into stores and not losing your settings... */ 946 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while 947 /* and for battles wher you don't want to get loaded down while
1298 * fighting */ 948 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
1300 951
1301 /* prevent us from turning into auto-thieves :) */ 952 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
1303 955
1304 /* ignore known cursed objects */ 956 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
1306 959
1307 /* all food and drink if desired */ 960 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 961 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 962 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 963 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 964 {
965 CHK_PICK_PICKUP;
966 continue;
967 }
968
1312 if(op->contr->mode & PU_DRINK) 969 if (op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
1315 975
1316 if(op->contr->mode & PU_POTION) 976 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 977 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
1319 982
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 983 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 984 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 985 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
1324 if(op->contr->mode & PU_SKILLSCROLL) 991 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 992 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
1327 if(op->contr->mode & PU_READABLES) 998 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1330 1004
1331 /* wands/staves/rods/horns */ 1005 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1335 1012
1336 /* pick up all magical items */ 1013 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1340 1020
1341 if(op->contr->mode & PU_VALUABLES) 1021 if (op->contr->mode & PU_VALUABLES)
1342 { 1022 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1023 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1024 {
1025 CHK_PICK_PICKUP;
1026 continue;
1027 }
1345 } 1028 }
1346 1029
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1031 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1032 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 /* we don't forget dragon food */
1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1351 1045
1352 /* bows and arrows. Bows are good for selling! */ 1046 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1047 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1048 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1356 if(op->contr->mode & PU_ARROW) 1054 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1055 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1359 1060
1360 /* all kinds of armor etc. */ 1061 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1062 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1063 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1364 if(op->contr->mode & PU_HELMET) 1069 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1070 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1367 if(op->contr->mode & PU_SHIELD) 1076 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1077 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1370 if(op->contr->mode & PU_BOOTS) 1083 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1084 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1373 if(op->contr->mode & PU_GLOVES) 1090 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1091 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1376 if(op->contr->mode & PU_CLOAK) 1097 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1098 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1379 1103
1380 /* hoping to catch throwing daggers here */ 1104 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1105 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1384 1111
1385 /* careful: chairs and tables are weapons! */ 1112 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1113 if (op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 } 1114 {
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1117 {
1118 CHK_PICK_PICKUP;
1119 continue;
1120 }
1395 { 1121 }
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401 1122
1402 /* misc stuff that's useful */ 1123 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1124 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1126 {
1127 CHK_PICK_PICKUP;
1128 continue;
1129 }
1406 1130
1407 /* any of the last 4 bits set means we use the ratio for value 1131 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */ 1132 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1133 if (op->contr->mode & PU_RATIO)
1410 { 1134 {
1411 /* use value density to decide what else to grab */ 1135 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1136 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits 1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1138 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1139 wvratio = op->contr->mode & PU_RATIO;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1417 { 1141 {
1418 pick_up(op, tmp);
1419#if 0 1142#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1144 if (tmp->name != NULL)
1145 {
1422 fprintf(stderr,"%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1423 } 1147 }
1148 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1425 fprintf(stderr,",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1427#endif 1152#endif
1153 CHK_PICK_PICKUP;
1428 continue; 1154 continue;
1429 } 1155 }
1156 } /* the new pickup model */
1430 } 1157 }
1431 } /* the new pickup model */ 1158
1432 }
1433 return ! stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1434} 1195}
1435 1196
1436/* 1197/*
1437 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1200 * found object is returned.
1440 */ 1201 */
1202static object *
1441object *find_arrow(object *op, const char *type) 1203find_arrow (object *op, const char *type)
1442{ 1204{
1443 object *tmp = NULL; 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1444 1208
1445 for(op=op->inv; op; op=op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1447 QUERY_FLAG(op,FLAG_APPLIED)) 1211 if (object *arrow = find_arrow (tmp, type))
1448 tmp = find_arrow (op, type); 1212 {
1449 else if (op->type==ARROW && op->race==type) 1213 splay (tmp);
1450 return op; 1214 return arrow;
1215 }
1216
1451 return tmp; 1217 return 0;
1452} 1218}
1453 1219
1454/* 1220/*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1456 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1457 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1458 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */ 1225 */
1460 1226static object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1462{ 1228{
1463 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1465 1231
1466 if (!type) 1232 if (!type)
1467 return NULL; 1233 return NULL;
1468 1234
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1235 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1236 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1238 {
1472 i = 0; 1239 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1474 if (i > betterby) { 1242 if (i > betterby)
1243 {
1475 tmp = ntmp; 1244 tmp = ntmp;
1476 betterby = i; 1245 betterby = i;
1477 } 1246 }
1247 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1248 else if (arrow->type == ARROW && arrow->race == type)
1249 {
1479 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1251 if (target->race && arrow->slaying.contains (target->race))
1481 strstr(arrow->slaying, target->race)) { 1252 {
1482 if (arrow->attacktype & AT_DEATH) { 1253 if (arrow->attacktype & AT_DEATH)
1254 {
1483 *better = 100; 1255 *better = 100;
1484 return arrow; 1256 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1257 }
1489 } else { 1258 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1259 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1260 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1261 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1262 }
1506 } 1263 }
1264 else
1265 {
1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1267 {
1268 attacktype = 1 << attacknum;
1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1271 {
1272 tmp = arrow;
1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1274 }
1275 }
1276
1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1278 {
1279 tmp = arrow;
1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1281 }
1282
1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1284 {
1285 tmp = arrow;
1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1287 }
1507 } 1288 }
1289 }
1508 } 1290 }
1291
1509 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1293 return find_arrow (op, type);
1511 1294
1512 *better = betterby; 1295 *better = betterby;
1513 return tmp; 1296 return tmp;
1514} 1297}
1515 1298
1516/* looks in a given direction, finds the first valid target, and calls 1299/* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1301 * op = the shooter
1519 * type = bow->race 1302 * type = bow->race
1520 * dir = fire direction 1303 * dir = fire direction
1521 */ 1304 */
1522 1305static object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1524{ 1307{
1525 object *tmp = NULL; 1308 object *tmp = NULL;
1526 mapstruct *m; 1309 maptile *m;
1527 int i, mflags, found, number; 1310 int i, mflags, found, number;
1528 sint16 x, y; 1311 sint16 x, y;
1529 1312
1530 if (op->map == NULL) 1313 if (op->map == NULL)
1531 return find_arrow(op, type); 1314 return find_arrow (op, type);
1532 1315
1533 /* do a dex check */ 1316 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1317 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1318 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1319 return find_arrow (op, type);
1537 1320
1538 m = op->map; 1321 m = op->map;
1539 x = op->x; 1322 x = op->x;
1540 y = op->y; 1323 y = op->y;
1541 1324
1542 /* find the first target */ 1325 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1326 for (i = 0, found = 0; i < 20; i++)
1327 {
1544 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1333 {
1548 tmp = NULL; 1334 tmp = 0;
1335 break;
1336 }
1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1338 {
1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1340 * perhaps a bad assumption.
1341 */
1342 tmp = 0;
1343 break;
1344 }
1345
1346 if (mflags & P_IS_ALIVE)
1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1549 break; 1349 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1350 }
1567 if (tmp == NULL) 1351
1352 if (!tmp)
1568 return find_arrow(op, type); 1353 return find_arrow (op, type);
1569 1354
1570 if (tmp->head) 1355 if (tmp->head)
1571 tmp = tmp->head; 1356 tmp = tmp->head;
1572 1357
1573 return find_better_arrow(op, tmp, type, &i); 1358 return find_better_arrow (op, tmp, type, &i);
1574} 1359}
1575 1360
1576/* 1361/*
1577 * Creature fires a bow - op can be monster or player. Returns 1362 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1363 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1366 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes) 1367 * wc_mod is any special modifier to give (used in special player fire modes)
1583 * sx, sy are coordinates to fire arrow from - also used in some of the special 1368 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes. 1369 * player fire modes.
1585 */ 1370 */
1371int
1586int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 sint16 sx, sint16 sy)
1588{ 1373{
1589 object *left, *bow; 1374 object *left, *bow;
1590 tag_t left_tag, tag; 1375 int mflags;
1591 int bowspeed, mflags; 1376 maptile *m;
1592 mapstruct *m;
1593 1377
1594 if (!dir) { 1378 if (!dir)
1379 {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0; 1381 return 0;
1382 }
1383
1384 if (op->contr)
1385 bow = op->current_weapon;
1386 else
1597 } 1387 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons. 1390 * don't need to switch back and forth between bows and weapons.
1604 */ 1391 */
1605 if(bow->type==BOW) 1392 if (bow->type == BOW)
1606 break; 1393 break;
1607 1394
1608 if (!bow) { 1395 if (!bow)
1396 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1398 return 0;
1611 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1612 } 1403 }
1404
1613 if( !bow->race || !bow->skill) { 1405 if (!bow->race || !bow->skill)
1406 {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1408 return 0;
1616 } 1409 }
1617 1410
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1411 if (arrow == NULL)
1412 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1414 {
1628 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1418 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1634 return 0; 1421 return 0;
1635 } 1422 }
1636 } 1423 }
1424
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1426 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1427 return 0;
1640 } 1428
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1430 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1432 return 0;
1644 } 1433 }
1645 1434
1646 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1436 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1437 {
1649 free_object(arrow); 1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1439 arrow->destroy ();
1650 return 0; 1440 return 0;
1651 } 1441 }
1652 1442
1653 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count; 1444 arrow = arrow->split ();
1655 arrow = get_split_ob(arrow, 1); 1445 if (!arrow)
1656 if (arrow == NULL) { 1446 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1448 return 0;
1659 } 1449 }
1660 set_owner(arrow, op); 1450
1451 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1453 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1454
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1674 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1458 arrow->custom_name = arrow->slaying;
1677 arrow->spellarg = strdup_local(arrow->slaying);
1678 1459
1679 /* Note that this was different for monsters - they got their level 1460#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1461 if (player *pl = op->contr)
1681 */
1682 1462 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1463 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1687 /* update the speed */ 1477 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1479 + bow->stats.dam / 7.f;
1692 1480
1693 if (arrow->speed < 1.0) 1481 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1482 arrow->speed_left = 0;
1697 1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1485
1698 if (op->type == PLAYER) { 1486 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1487 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1489 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1495 }
1496 else
1497 {
1709 arrow->level = op->level; 1498 arrow->level = op->level;
1710 } 1499 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1500
1712 arrow->attacktype |= bow->attacktype; 1501 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1502 arrow->slaying = bow->slaying;
1715 1503
1716 arrow->map = m; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1506
1507 wc -= arrow->level;
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1513
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1721 tag = arrow->count; 1515 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1516
1724 if (!was_destroyed(arrow, tag)) 1517 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1518 move_arrow (arrow);
1726 1519
1727 if (op->type == PLAYER) {
1728 if (was_destroyed (left, left_tag))
1729 esrv_del_item(op->contr, left_tag);
1730 else
1731 esrv_send_item(op, left);
1732 }
1733 return 1; 1520 return 1;
1734} 1521}
1735 1522
1736/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1524 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1528 * hence the function name.
1742 */ 1529 */
1530static int
1743int player_fire_bow(object *op, int dir) 1531player_fire_bow (object *op, int dir)
1744{ 1532{
1745 int ret=0, wcmod=0; 1533 int ret;
1746 1534
1747 if (op->contr->bowtype == bow_bestarrow) { 1535 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1536 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1750 dir, 0, op->x, op->y); 1538 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1540 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1753 wcmod =-1;
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1543 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1544 else if (op->contr->bowtype == bow_threewide)
1545 {
1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1549 }
1550 else if (op->contr->bowtype == bow_spreadshot)
1551 {
1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1555 }
1556 else
1557 {
1558 /* Simple case */
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1760 } else if (op->contr->bowtype == bow_spreadshot) {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1764
1765 } else {
1766 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 } 1560 }
1561
1769 return ret; 1562 return ret;
1770} 1563}
1771
1772 1564
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1775 */ 1567 */
1568static void
1776void fire_misc_object(object *op, int dir) 1569fire_misc_object (object *op, int dir)
1777{ 1570{
1778 object *item; 1571 object *item = op->contr->ranged_ob;
1779 1572
1780 if (!op->contr->ranges[range_misc]) { 1573 if (!item)
1574 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 1576 return;
1783 } 1577 }
1784 1578
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1579 if (!item->inv)
1580 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1582 return;
1789 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
1790 if (item->type == WAND) { 1588 if (item->type == WAND)
1589 {
1791 if(item->stats.food<=0) { 1590 if (item->stats.food <= 0)
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1591 {
1592 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
1794 return; 1595 return;
1795 } 1596 }
1597 }
1796 } else if (item->type == ROD || item->type==HORN) { 1598 else if (item->type == ROD || item->type == HORN)
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1599 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1605 {
1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
1799 if (item->type== ROD) 1608 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1610 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1612
1805 return; 1613 return;
1806 } 1614 }
1807 } 1615 }
1808 1616
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1618 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1811 if (item->type == WAND) { 1621 if (item->type == WAND)
1622 {
1812 if (!(--item->stats.food)) { 1623 if (!(--item->stats.food))
1624 {
1813 object *tmp; 1625 object *tmp;
1626
1814 if (item->arch) { 1627 if (item->arch)
1628 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1817 item->speed = 0; 1631 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1632 }
1820 if ((tmp=is_player_inv(item))) 1633
1634 if (object *pl = item->visible_to ())
1821 esrv_update_item(UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1636 }
1823 } 1637 }
1824 else if (item->type == ROD || item->type==HORN) { 1638 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1639 drain_rod_charge (item);
1826 }
1827 } 1640 }
1828} 1641}
1829 1642
1830/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1831 */ 1644 */
1645bool
1832void fire(object *op,int dir) { 1646fire (object *op, int dir)
1647{
1833 int spellcost=0; 1648 int spellcost = 0;
1834 1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1835 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1672 if (action_makes_visible (op))
1673 make_visible (op);
1837 1674
1838 switch(op->contr->shoottype) { 1675 switch (ob->type)
1839 case range_none: 1676 {
1840 return; 1677 case BOW:
1841
1842 case range_bow:
1843 player_fire_bow(op, dir); 1678 player_fire_bow (op, dir);
1844 return; 1679 break;
1845 1680
1846 case range_magic: /* Casting spells */ 1681 case SPELL:
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1848 return; 1683 break;
1849 1684
1850 case range_misc: 1685 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
1694 fire_misc_object (op, dir);
1695 break;
1696 }
1697
1698 return true;
1699}
1700
1701static object *
1702find_key_ (object *pl, object *container, object *door)
1703{
1704 object *tmp, *key;
1705
1706 /* Should not happen, but sanity checking is never bad */
1707 if (!container->inv)
1708 return 0;
1709
1710 /* First, lets try to find a key in the top level inventory */
1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1712 {
1713 if (door->type == DOOR && tmp->type == KEY)
1714 break;
1715
1716 /* For sanity, we should really check door type, but other stuff
1717 * (like containers) can be locked with special keys
1718 */
1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1720 break;
1721 }
1722
1723 /* No key found - lets search inventories now */
1724 /* If we find and use a key in an inventory, return at that time.
1725 * otherwise, if we search all the inventories and still don't find
1726 * a key, return
1727 */
1728 if (!tmp)
1729 {
1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1731 /* No reason to search empty containers */
1732 if (tmp->type == CONTAINER && tmp->inv)
1733 if ((key = find_key_ (pl, tmp, door)))
1734 return key;
1735
1736 if (!tmp)
1875 return; 1737 return 0;
1876 default: 1738 }
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1739
1740 /* We get down here if we have found a key. Now if its in a container,
1741 * see if we actually want to use it
1742 */
1743 if (pl != container)
1744 {
1745 /* Only let players use keys in containers */
1746 if (!pl->contr)
1878 return; 1747 return 0;
1879 }
1880}
1881 1748
1749 /* cases where this fails:
1750 * If we only search the player inventory, return now since we
1751 * are not in the players inventory.
1752 * If the container is not active, return now since only active
1753 * containers can be used.
1754 * If we only search keyrings and the container does not have
1755 * a race/isn't a keyring.
1756 * No checking for all containers - to fall through past here,
1757 * inv must have been an container and must have been active.
1758 *
1759 * Change the color so that the message doesn't disappear with
1760 * all the others.
1761 */
1762 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL;
1769 }
1770 }
1882 1771
1772 return tmp;
1773}
1883 1774
1884/* find_key 1775/* find_key
1885 * We try to find a key for the door as passed. If we find a key 1776 * We try to find a key for the door as passed. If we find a key
1886 * and successfully use it, we return the key, otherwise NULL 1777 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1778 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1780 * pl is the player,
1890 * inv is the objects inventory to searched 1781 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1782 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1783 * This function can be called recursively to search containers.
1893 */ 1784 */
1894 1785object *
1895object * find_key(object *pl, object *container, object *door) 1786find_key (object *pl, object *container, object *door)
1896{ 1787{
1897 object *tmp,*key; 1788 if (door->slaying && is_match_expr (door->slaying))
1898
1899 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1904 if (door->type==DOOR && tmp->type==KEY) break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1909 tmp->slaying==door->slaying) break;
1910 } 1789 {
1911 /* No key found - lets search inventories now */ 1790 // for match expressions, we try to find the key by applying the match
1912 /* If we find and use a key in an inventory, return at that time. 1791 // to the op itself, which is supposed to find the "key", instead
1913 * otherwise, if we search all the inventories and still don't find 1792 // of searching through containers ourselves.
1914 * a key, return 1793
1915 */ 1794 return match_one (door->slaying, container, door, pl, pl);
1916 if (!tmp) {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1918 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1921 }
1922 }
1923 if (!tmp) return NULL;
1924 } 1795 }
1925 /* We get down here if we have found a key. Now if its in a container, 1796 else
1926 * see if we actually want to use it 1797 return find_key_ (pl, container, door);
1927 */
1928 if (pl!=container) {
1929 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL;
1931 /* cases where this fails:
1932 * If we only search the player inventory, return now since we
1933 * are not in the players inventory.
1934 * If the container is not active, return now since only active
1935 * containers can be used.
1936 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active.
1940 *
1941 * Change the color so that the message doesn't disappear with
1942 * all the others.
1943 */
1944 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys")))
1948 ) {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door",
1951 query_name(tmp), query_name(container));
1952 return NULL;
1953 }
1954 }
1955 return tmp;
1956} 1798}
1957 1799
1958/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1961 * 0 otherwise 1803 * 0 otherwise
1962 */ 1804 */
1805static int
1963static int player_attack_door(object *op, object *door) 1806player_attack_door (object *op, object *door)
1964{ 1807{
1965
1966 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* If its a door, try to find a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do - 1809 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1969 */ 1811 */
1970 object *key=find_key(op, op, door); 1812 object *key = find_key (op, op, door);
1971 1813
1972 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1973 if (key) { 1815 if (key)
1816 {
1974 object *container=key->env; 1817 object *container = key->env;
1975 1818
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1819 if (action_makes_visible (op))
1820 make_visible (op);
1821
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1823 spring_trap (door->inv, op);
1824
1979 if (door->type == DOOR) { 1825 if (door->type == DOOR)
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1827 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1828 {
1984 "You open the door with the %s", query_short_name(key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2(door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1831 }
1832
1987 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1835
1990 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1837 }
1993 } else if (door->type==LOCKED_DOOR) { 1838 else if (door->type == LOCKED_DOOR)
1839 {
1994 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1996 return 1; 1842 return 1;
1997 } 1843 }
1844
1998 return 0; 1845 return 0;
1999} 1846}
2000 1847
2001/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2006 */ 1853 */
2007 1854bool
2008void move_player_attack(object *op, int dir) 1855move_player_attack (object *op, int dir)
2009{ 1856{
2010 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2012 int on_battleground; 1863 int on_battleground;
2013 mapstruct *m;
2014 1864
2015 nx=freearr_x[dir]+op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2017 1867
2018 on_battleground = op_on_battleground(op, NULL, NULL); 1868 on_battleground = op_on_battleground (op, 0, 0);
2019 1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
1872
2020 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2021 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2022 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2023 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 1880 * move_ob uses.
2028 */ 1881 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1882 maptile *m = op->map->xy_find (nx, ny);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 1883
2041 mon = NULL;
2042 /* Go through all the objects, and find ones of interest. Only stop if 1884 /* Go through all the objects, and find ones of interest. Only stop if
2043 * we find a monster - that is something we know we want to attack. 1885 * we find a monster - that is something we know we want to attack.
2044 * if its a door or barrel (can roll) see if there may be monsters 1886 * if its a door or barrel (can roll) see if there may be monsters
2045 * on the space 1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
1897 }
1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
2046 */ 1907 {
2047 while (tmp!=NULL) { 1908 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 1909 return true;
2049 tmp=tmp->above; 1910 }
2050 continue; 1911
1912 /* The following deals with possibly attacking peaceful
1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
1945 }
1946 else
1947 return false;
1948 }
1949
1950 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't
1953 * attack them either.
1954 */
1955 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1957 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
1962 {
1963 --op->speed_left;
1964
1965 if (!op->contr->braced)
1966 {
1967 op->play_sound (sound_find ("push_player"));
1968 push_ob (mon, dir, op);
2051 } 1969 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1970 else
2053 mon = tmp; 1971 op->statusmsg ("You withhold your attack");
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 1972
2064 if(mon->head != NULL) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2065 mon = mon->head; 1974 make_visible (op);
2066 1975
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1976 return true;
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 { 1977 }
2095 /* If we're braced, we don't want to switch places with it */ 1978 }
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2129 */ 1981 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
1985 {
1986 --op->speed_left;
1987
2131 recursive_roll(mon,dir,op); 1988 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 1989 if (action_makes_visible (op))
2133 } 1990 make_visible (op);
2134 1991
1992 return true;
1993 }
1994 }
2135 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2140 */ 2000 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2003 {
2145 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2005 {
2173 } /* if player should attack something */ 2006 --op->contr->weapon_sp_left;
2174}
2175 2007
2008 skill_attack (mon, op, 0, 0, 0);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2176int move_player(object *op,int dir) { 2021move_player (object *op, int dir)
2177 int pick; 2022{
2178
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 2024 return 0;
2025
2026 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9))
2028 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0;
2031 }
2032
2033 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036
2037 op->facing = dir;
2038
2039 if (op->flag [FLAG_HIDDEN])
2040 do_hidden_move (op);
2041
2042 bool retval;
2043 int pick = 0;
2044
2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2046 retval = RESULT_INT (0);
2047 else if (op->contr->fire_on)
2048 retval = fire (op, dir);
2049 else
2050 {
2051 retval = move_player_attack (op, dir);
2052 pick = check_pick (op);
2053 }
2054
2055 /* Add special check for newcs players and fire on - this way, the
2056 * server can handle repeat firing.
2057 */
2058 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2059 op->direction = dir;
2060 else
2061 op->direction = 0;
2062
2063 /* Update how the player looks. Use the facing, so direction may
2064 * get reset to zero. This allows for full animation capabilities
2065 * for players.
2066 */
2067 animate_object (op, op->facing);
2068
2069 return retval;
2220} 2070}
2221 2071
2222/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2073 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2075 * the new speed values for commands.
2226 * 2076 *
2227 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2228 */ 2080 */
2081bool
2229int handle_newcs_player(object *op) 2082handle_newcs_player (object *op)
2230{ 2083{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2085 {
2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2248 flee_player(op); 2089 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2090
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2091 return true;
2253 } 2092 }
2093 else
2094 return false;
2254 } 2095 }
2255 2096
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2099 * called, so we recheck it here.
2271 */ 2100 */
2272 HandleClient(&op->contr->socket, op->contr); 2101 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2102 return true;
2274 2103
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2105 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2106
2285 else return 0; 2107 return false;
2286 } 2108}
2109
2110static int
2111save_life (object *op)
2112{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2114 return 0;
2288}
2289 2115
2290int save_life(object *op) { 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 object *tmp; 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2118 {
2119 op->play_sound (sound_find ("ob_evaporate"));
2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2121
2122 tmp->destroy ();
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2124
2125 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp;
2127
2128 if (op->stats.food < 0)
2129 op->stats.food = 999;
2130
2131 op->update_stats ();
2294 return 0; 2132 return 1;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2300 "Your %s vibrates violently, then evaporates.",
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 } 2133 }
2134
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2137 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2138 return 0;
2318} 2139}
2319 2140
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2323 * from. 2144 * from.
2324 */ 2145 */
2146static void
2325void remove_unpaid_objects(object *op, object *env) 2147drop_unpaid_items (object *op, object *env)
2326{ 2148{
2327 object *next;
2328
2329 while (op) { 2149 while (op)
2150 {
2330 next=op->below; /* Make sure we have a good value, in case 2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2152
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2154 op->insert_at (env);
2335 op->x = env->x; 2155 else if (op->inv)
2336 op->y = env->y; 2156 drop_unpaid_items (op->inv, env);
2337 if (env->type == PLAYER) 2157
2338 esrv_del_item(env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0);
2340 }
2341 else if (op->inv) remove_unpaid_objects(op->inv, env);
2342 op=next; 2158 op = next;
2343 } 2159 }
2344} 2160}
2345 2161
2346 2162void
2347/* 2163object::drop_unpaid_items ()
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *gravestone_text (object *op)
2355{ 2164{
2356 static char buf2[MAX_BUF]; 2165 if (!flag [FLAG_REMOVED])
2357 char buf[MAX_BUF]; 2166 ::drop_unpaid_items (inv, this);
2358 time_t now = time (NULL);
2359
2360 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else
2364 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER) {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 return buf2;
2382} 2167}
2383 2168
2384 2169void
2385
2386void do_some_living(object *op) { 2170do_some_living (object *op)
2171{
2387 int last_food=op->stats.food; 2172 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2173 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2174 int over_hp, over_sp, over_grace;
2390 int i; 2175 int i;
2391 int rate_hp = 1200; 2176 int rate_hp = 1200;
2392 int rate_sp = 2500; 2177 int rate_sp = 2500;
2393 int rate_grace = 2000; 2178 int rate_grace = 2000;
2394 const int max_hp = 1; 2179 const int max_hp = 1;
2395 const int max_sp = 1; 2180 const int max_sp = 1;
2396 const int max_grace = 1; 2181 const int max_grace = 1;
2397 2182
2398 if (op->contr->outputs_sync) { 2183 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2184 {
2400 if (op->contr->outputs[i].buf!=NULL && 2185 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2186 /* the socket code flashes the player visible/invisible
2402 flush_output_element(op, &op->contr->outputs[i]); 2187 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly.
2189 */
2190 if (pticks & 2)
2191 op->invisible--;
2403 } 2192 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2194 {
2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2200 }
2404 2201
2405 if(op->contr->state==ST_PLAYING) { 2202 if (op->contr->ns->state == ST_PLAYING)
2406 2203 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2206 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2208 else
2209 {
2412 gen_hp = op->stats.maxhp; 2210 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2212 }
2213
2415 if(op->contr->gen_sp >= 0 ) 2214 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2216 else
2217 {
2418 gen_sp = op->stats.maxsp; 2218 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2220 }
2221
2421 if(op->contr->gen_grace >= 0) 2222 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2224 else
2225 {
2424 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 } 2228 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) {
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--;
2450 if(op->stats.sp>op->stats.maxsp)
2451 op->stats.sp=op->stats.maxsp;
2452 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461 2229
2462 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2464 if(--op->last_grace<0) { 2232 if (--op->last_grace < 0)
2233 {
2465 if(op->stats.grace<op->stats.maxgrace/2) 2234 if (op->stats.grace < op->stats.maxgrace / 2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */ 2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2467 if(max_grace>1) { 2237 if (max_grace > 1)
2238 {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2469 if (over_grace > 0) { 2240 if (over_grace > 0)
2241 {
2470 op->stats.sp += over_grace 2242 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2243 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2472 op->last_grace=0; 2244 op->last_grace = 0;
2245 }
2473 } else { 2246 else
2247 {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2248 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2249 }
2475 } 2250 }
2476 } else { 2251 else
2252 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2254 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2480 }
2481
2482 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) {
2484 if(op->stats.hp<op->stats.maxhp) {
2485 op->stats.hp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488 op->stats.food--;
2489 if(op->contr->digestion<0)
2490 op->stats.food+=op->contr->digestion;
2491 else if(op->contr->digestion>0 &&
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food;
2494 } 2256 }
2495 } 2257
2496 if(max_hp>1) { 2258 if (op->stats.food > 0)
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 } 2259 {
2505 } else { 2260 /* Regenerate Spell Points */
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2261 if (!op->contr->golem && --op->last_sp < 0)
2507 } 2262 {
2508 } 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2509 2264
2510 /* Digestion */ 2265 if (op->stats.sp < op->stats.maxsp)
2511 if(--op->last_eat<0) { 2266 {
2512#ifdef COZY_SERVER 2267 op->stats.sp++;
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2268
2521 if(op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2523 else
2524 op->last_eat=25*(1+bonus)/(penalty +1);
2525 /* dms do not consume food */ 2269 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2527 }
2528 }
2529
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2531 object *tmp, *flesh=NULL;
2532
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0);
2538 if(op->stats.food>=0||op->stats.hp<0)
2539 break; 2271 {
2272 op->stats.food--;
2273
2274 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion;
2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2277 op->stats.food = last_food;
2278 }
2540 } 2279 }
2280
2281 if (max_sp > 1)
2282 {
2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2310 {
2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2336 }
2337 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2339 }
2340 }
2341
2342 /* Digestion */
2343 if (--op->last_eat < 0)
2344 {
2345 int bonus = max (0, op->contr->digestion),
2346 penalty = max (0, -op->contr->digestion);
2347
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349
2350 /* dms do not consume food */
2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2352 op->stats.food--;
2353 }
2354
2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2356 {
2357 object *flesh = 0;
2358
2359 for_inv_removable (op, tmp)
2360 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 {
2366 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0);
2369
2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break;
2372 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2373 else if (tmp->type == FLESH)
2542 } /* End if paid for object */ 2374 flesh = tmp;
2543 } /* end of for loop */ 2375 }
2376
2544 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2378 * eat flesh instead.
2546 */ 2379 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2381 {
2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2549 manual_apply(op,flesh,0); 2384 manual_apply (op, flesh, 0);
2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2391 }
2392
2393 if (op->stats.food < 0)
2550 } 2394 {
2551 } /* end if player is starving */ 2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2552 2397
2553 while(op->stats.food<0&&op->stats.hp>0) 2398 if (op->stats.hp < 0)
2554 op->stats.food++,op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2555 2404
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2405 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2557 kill_player(op); 2407 kill_player (op);
2408 }
2558} 2409}
2559
2560
2561 2410
2562/* If the player should die (lack of hp, food, etc), we call this. 2411/* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not 2412 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player 2413 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2414 * file.
2566 */ 2415 */
2416void
2567void kill_player(object *op) 2417kill_player (object *op)
2568{ 2418{
2569 char buf[MAX_BUF];
2570 int x,y,i; 2419 int x, y;
2571 mapstruct *map; /* this is for resurrection */ 2420 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; 2421 int will_kill_again;
2578 archetype *at; 2422 archetype *at;
2579 object *tmp; 2423 object *tmp;
2580 2424
2581 if(save_life(op)) 2425 if (save_life (op))
2582 return; 2426 return;
2583 2427
2428 dynbuf_text deathtab;
2584 2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2465
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* 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. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2469 */
2589 if (op_on_battleground(op, &x, &y)) { 2470 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2471 {
2591 "You have been defeated in combat!"); 2472 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 2473
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 */ 2474 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_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 } 2476 {
2477 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2485 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics";
2487 tmp->insert_at (op, tmp);
2632 2488 }
2489
2633 /* teleport defeated player to new destination*/ 2490 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2495 return;
2637 } 2496 }
2638 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2639 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2640 2502
2641 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2642 2504
2643 if(op->stats.food<0) { 2505 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 2506
2664 /* save the map location for corpse, gravestone*/ 2507 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2508 x = op->x;
2509 y = op->y;
2510 map = op->map;
2666 2511
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2512 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2513 * 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. 2514 * See the config.h file for a little more in depth detail about this.
2672 */ 2515 */
2673 2516
2674 /* Basically two ways to go - remove a stat permanently, or just 2517 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2518 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2519 * of death.
2677 */ 2520 */
2678#ifndef COZY_SERVER 2521#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2522 if (settings.balanced_stat_loss)
2523 {
2680 /* If stat loss is permanent, lose one stat only. */ 2524 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2525 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2526 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2527 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2528 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2529 little bit harder. */
2686 /* GD */ 2530 /* GD */
2687 if (settings.stat_loss_on_death) 2531 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; 2532 num_stats_lose = 1;
2693 } 2533 else
2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2535 }
2536 else
2537 num_stats_lose = 1;
2538
2694 lost_a_stat = 0; 2539 lost_a_stat = 0;
2695 2540
2696 for (z=0; z<num_stats_lose; z++) { 2541 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2542 {
2543 i = rndm (NUM_STATS);
2698 2544
2699 if (settings.stat_loss_on_death) { 2545 if (settings.stat_loss_on_death)
2546 {
2700 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2548 * what he lost.
2702 */ 2549 */
2703 change_attr_value(&(op->stats), i,-1); 2550 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2551 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2552 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2553 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2554 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2555 lost_a_stat = 1;
2709 } else { 2556 }
2557 else
2558 {
2710 /* deplete a stat */ 2559 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2561 object *dep;
2562
2563 dep = present_arch_in_ob (deparch, op);
2564 if (!dep)
2713 2565 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2566 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2567 insert_ob_in_ob (dep, op);
2718 } 2568 }
2719 lose_this_stat = 1; 2569 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2570 if (settings.balanced_stat_loss)
2571 {
2721 /* GD */ 2572 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2573 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2574 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2575 if (this_stat < 0)
2576 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2578 int keep_chance = this_stat * this_stat;
2579
2727 /* Yes, I am paranoid. Sue me. */ 2580 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2581 if (keep_chance < 1)
2729 keep_chance = 1; 2582 keep_chance = 1;
2730 2583
2731 /* There is a maximum depletion total per level. */ 2584 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2585 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2586 {
2733 lose_this_stat = 0; 2587 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2588 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2589 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 } 2590 }
2745 } 2591 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 */ 2592 {
2755 if (this_stat>=-50) { 2593 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; 2594 lose_this_stat = 0;
2595 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2596 this_stat, keep_chance, loss_chance,
2597 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2598 }
2762 } 2599 }
2763 } 2600 }
2764 } 2601
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2602 if (lose_this_stat)
2767 { 2603 {
2768 /* determine_god() seems to not work sometimes... why is this? 2604 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2605 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2606 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2607 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2608 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2609 * difference.
2774 " you.", god); 2610 */
2611 if (this_stat >= -50)
2775 else 2612 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2613 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2614 SET_FLAG (dep, FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats ();
2617 lost_a_stat = 1;
2618 }
2778 } 2619 }
2620 }
2621 }
2622
2623 /* If no stat lost, tell the player. */
2624 if (!lost_a_stat)
2625 {
2626 /* determine_god() seems to not work sometimes... why is this?
2627 Should I be using something else? GD */
2628 shstr_tmp god = determine_god (op);
2629
2630 if (god != shstr_none)
2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2632 else
2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2634 }
2635#else
2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2779#endif 2637#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 2638
2783 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2640 * exp loss on the stone.
2785 */ 2641 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2643 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2646 &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; 2647 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2649
2798 /**************************************/ 2650 /**************************************/
2799 /* */ 2651 /* */
2800 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2653 /* */
2804 /**************************************/ 2654 /**************************************/
2805 2655
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)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2657 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 2658
2832 /* 2659 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2660 * 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 2661 * and put them back in the map.
2835 * in the map. 2662 */
2836 */ 2663 op->drop_unpaid_items ();
2837 2664
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2665 /****************************************/
2842 /* */ 2666 /* */
2843 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2845 /* */ 2669 /* */
2846 /****************************************/ 2670 /****************************************/
2847 2671
2848 enter_player_savebed(op); 2672 enter_player_savebed (op);
2849 2673
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2674 op->contr->braced = 0;
2854 save_player(op,1);
2855 2675
2856 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2679 * on the space that might harm the player.
2860 */ 2680 */
2861 will_kill_again=0; 2681 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2682 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
2865 } 2685
2866 if (will_kill_again) { 2686 if (will_kill_again)
2687 {
2867 object *force; 2688 object *force;
2868 int at; 2689 int at;
2869 2690
2870 force=get_archetype(FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2693 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2694 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2696 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2698 force->resist[at] = 100;
2699
2700 insert_ob_in_ob (force, op);
2701 op->update_stats ();
2702 }
2703
2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2705}
2706
2707static void
2708loot_object (object *op)
2709{ /* Grab and destroy some treasure */
2710 object *tmp, *tmp2, *next;
2711
2712 op->close_container (); /* close open sack first */
2713
2714 for (tmp = op->inv; tmp; tmp = next)
2715 {
2716 next = tmp->below;
2717
2718 if (tmp->invisible)
2719 continue;
2720
2721 tmp->remove ();
2722 tmp->x = op->x, tmp->y = op->y;
2723
2724 if (tmp->type == CONTAINER)
2725 loot_object (tmp); /* empty container to ground */
2726
2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2728 {
2729 if (tmp->nrof > 1)
2730 {
2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2733 }
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 { 2734 else
2937 delete_character(op->name,1); 2735 tmp->destroy ();
2938 } 2736 }
2939 } 2737 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); 2738 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 } 2739 }
2981} 2740}
2982 2741
2983/* 2742/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2744 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2745 * was changed.
2987 */ 2746 */
2988 2747void
2989void fix_weight(void) { 2748fix_weight (void)
2990 player *pl; 2749{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2750 for_all_players (pl)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2751 {
2993 if(old == sum) 2752 sint32 old = pl->ob->carrying;
2994 continue; 2753
2995 fix_player(pl->ob); 2754 pl->ob->update_weight ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2755
2997 &pl->ob->name, old, sum); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
2998 } 2761 }
2999} 2762}
3000 2763
2764void
3001void fix_luck(void) { 2765fix_luck (void)
3002 player *pl; 2766{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2767 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2768 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2769 pl->ob->change_luck (0);
3006} 2770}
3007
3008 2771
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3012 */ 2775 */
3013
3014void 2776void
3015cast_dust (object * op, object * throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3016{ 2778{
3017 object *skop, *spob; 2779 object *skop, *spob;
3018 2780
3019 skop = find_skill_by_name (op, throw_ob->skill); 2781 skop = find_skill_by_name (op, throw_ob->skill);
3020 2782
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2783 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2784 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2785 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2786 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 2787 return;
3027 } 2788 }
3028 2789
3029 spob = throw_ob->inv; 2790 spob = throw_ob->inv;
3030 2791
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2792 // 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 2793 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 2794 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2795 if (!spob)
3035 { 2796 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2797 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; 2798 return;
3039 } 2799 }
3040 2800
3041 if (op->type == PLAYER) 2801 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 2803
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2804 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2805
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2806 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2807}
3050 2808
2809void
3051void make_visible (object *op) { 2810make_visible (object *op)
3052 op->hide = 0; 2811{
2812 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2813 op->invisible = 0;
2814
3054 if(op->type==PLAYER) { 2815 if (op->type == PLAYER)
2816 {
3055 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3057 } 2819 }
2820
3058 update_object(op,UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3059} 2822}
3060 2823
2824int
3061int is_true_undead(object *op) { 2825is_true_undead (object *op)
3062 object *tmp=NULL; 2826{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2828 return 1;
3065 2829
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; 2830 return 0;
3071} 2831}
3072 2832
3073/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2835 * indicate greater hideability.
3076 */ 2836 */
3077 2837int
3078int hideability(object *ob) { 2838hideability (object *ob)
2839{
3079 int i,level=0, mflag; 2840 int i, level = 0, mflag;
3080 sint16 x,y; 2841 sint16 x, y;
3081 2842
3082 if(!ob||!ob->map) return 0; 2843 if (!ob || !ob->map)
2844 return 0;
3083 2845
3084 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3086 2848
3087 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2852 if (ob->has_carried_lights ())
2853 level = -(10 + (2 * ob->map->darklevel ()));
3091 2854
3092 /* scan through all nearby squares for terrain to hide in */ 2855 /* 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]) { 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2859 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2861 if (mflag & P_OUT_OF_MAP)
2862 continue;
2863
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2865 level += 2;
3098 else /* open terrain! */ 2866 else /* open terrain! */
3099 level -= 1; 2867 level -= 1;
3100 } 2868 }
3101 2869
3102#if 0 2870#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2871 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2872#endif
3105 return level; 2873 return level;
3106} 2874}
3107 2875
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2880 */
3113 2881void
3114void do_hidden_move (object *op) { 2882do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2883{
3116 object *skop; 2884 int hide = 0;
3117 2885
3118 if(!op || !op->map) return; 2886 if (!op || !op->map)
2887 return;
3119 2888
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2891
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2893 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2894 if (!skop || num >= skop->level)
2895 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2896 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); 2897 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2898 return;
3136 "You moved out of hiding! You are visible!");
3137 } 2899 }
2900 else
2901 num += 20;
2902
2903 num += op->map->difficulty;
2904 hide = hideability (op); /* modify by terrain hidden level */
2905 num -= hide;
2906
2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2908 {
2909 make_visible (op);
2910
2911 if (op->type == PLAYER)
2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2913 }
3138 else if (op->type == PLAYER && skop) { 2914 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 2916}
3142 2917
3143/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3144 2919
2920int
3145int stand_near_hostile( object *who ) { 2921stand_near_hostile (object *who)
2922{
3146 object *tmp=NULL; 2923 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2924 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2925 maptile *m;
3149 sint16 x,y; 2926 sint16 x, y;
3150 2927
3151 if(!who) return 0; 2928 if (!who)
2929 return 0;
3152 2930
3153 if(who->type==PLAYER) player=1; 2931 if (who->type == PLAYER)
2932 player = 1;
2933
2934 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 2936
3156 /* search adjacent squares */ 2937 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 2938 for (i = 1; i < 9; i++)
2939 {
3158 x = who->x+freearr_x[i]; 2940 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 2941 y = who->y + freearr_y[i];
3160 m = who->map; 2942 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 2943 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 2944 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 2945 * blocked, don't need to check this space.
3164 */ 2946 */
3165 if (mflags & P_OUT_OF_MAP) continue; 2947 if (mflags & P_OUT_OF_MAP)
2948 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 2950 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2951
3169 if((player||friendly) 2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2955 return 1;
2956 else if (tmp->type == PLAYER)
2957 {
2958 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 2960 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 } 2961 }
3178 } 2962 }
3179 } 2963 }
3180 return 0; 2964 return 0;
3181} 2965}
3182 2966
3183/* check the player los field for viewability of the 2967/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2975 * 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. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2977 * -b.t.
3194 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3195 */ 2979 */
3196 2980int
3197int player_can_view (object *pl,object *op) { 2981player_can_view (object *pl, object *op)
2982{
3198 rv_vector rv; 2983 rv_vector rv;
3199 int dx,dy; 2984 int dx, dy;
3200 2985
3201 if(pl->type!=PLAYER) { 2986 if (pl->type != PLAYER)
2987 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 2989 return -1;
3204 } 2990 }
3205 if (!pl || !op) return 0;
3206 2991
3207 if(op->head) { op = op->head; } 2992 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; 2993 return 0;
3231}
3232 2994
3233/* routine for both players and monsters. We call this when 2995 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 2996
3235 * place or invisiblity spell. Artefact invisiblity is not 2997 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 2998
3237 * return 0. 2999 /* starting with the 'head' part, lets loop
3000 * through the object and find if it has any
3001 * part that is in the los array but isn't on
3002 * a blocked los square.
3003 * we use the archetype to figure out offsets.
3238 */ 3004 */
3239int action_makes_visible (object *op) { 3005 while (op)
3006 {
3007 dx = rv.distance_x + op->arch->x;
3008 dy = rv.distance_y + op->arch->y;
3240 3009
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1; 3011 return 1;
3251 } 3012
3013 op = op->more;
3252 } 3014 }
3015
3253 return 0; 3016 return 0;
3254} 3017}
3255 3018
3256/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3021 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3022 * -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 3023 * 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 3024 * 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 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3026 */
3027int
3264int op_on_battleground (object *op, int *x, int *y) { 3028op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3029{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3030 /* 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), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3039 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3041 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3045 /* before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 object *invtmp; 3047 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3051 {
3284 if (x != NULL && y != NULL) 3052 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3286 return 1; 3055 return 1;
3056 }
3287 } 3057 }
3288 } 3058 }
3289 } 3059
3290 if (x != NULL && y != NULL) 3060 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3292 return 1; 3063 return 1;
3064 }
3293 } 3065 }
3294 }
3295 } 3066 }
3067
3296 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3297 return 0; 3069 return 0;
3298} 3070}
3299 3071
3300/* 3072/*
3304 * attributes: 3076 * attributes:
3305 * object *who the dragon player 3077 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3078 * int atnr the attack-number of the ability focus
3307 * int level ability level 3079 * int level ability level
3308 */ 3080 */
3081void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3082dragon_ability_gain (object *who, int atnr, int level)
3083{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3084 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3085 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3086 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3087 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3089 int i = 0, j = 0;
3316 3090
3317 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3100
3327 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3102 return;
3103
3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3105
3106 if (!tr || !tr->item)
3107 {
3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3109 return;
3110 }
3111
3112 /* everything seems okay - now bring on the gift: */
3113 item = tr->item;
3114
3115 if (item->type == SPELL)
3116 {
3117 if (check_spell_known (who, item->name))
3328 return; 3118 return;
3329 3119
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3120 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3121 do_learn_spell (who, item, 0);
3332 3122 return;
3333 if (tr == NULL || tr->item == NULL) { 3123 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3124
3125 /* grant direct spell */
3126 if (item->type == SPELLBOOK)
3127 {
3128 if (!item->inv)
3129 {
3130 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3131 return;
3132 }
3133 if (check_spell_known (who, item->inv->name))
3335 return; 3134 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) { 3135 if (item->invisible)
3136 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3137 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); 3138 do_learn_spell (who, item->inv, 0);
3361 return; 3139 return;
3362 } 3140 }
3363 } 3141 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3142 else if (item->type == SKILL_TOOL && item->invisible)
3143 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3144 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3145 {
3366 3146
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3147 /* 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 3148 * 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, 3149 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3150 * but not all of them, he gets nothing.
3371 */ 3151 */
3372 if (!(skop->attacktype & item->attacktype)) { 3152 if (!(skop->attacktype & item->attacktype))
3153 {
3373 /* Give new attacktype */ 3154 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3155 skop->attacktype |= item->attacktype;
3375 3156
3376 /* always add physical if there's none */ 3157 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3158 skop->attacktype |= AT_PHYSICAL;
3378 3159
3379 if (item->msg != NULL) 3160 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3161 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3162
3382 /* Give player new face */ 3163 /* Give player new face */
3383 if (item->animation_id) { 3164 if (item->animation_id)
3165 {
3384 who->face = skop->face; 3166 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3167 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3168 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3169 who->last_anim = 0;
3388 who->state = 0; 3170 who->state = 0;
3389 animate_object(who, who->direction); 3171 animate_object (who, who->direction);
3390 } 3172 }
3391 } 3173 }
3392 } 3174 }
3393 } 3175 }
3394 else if (item->type == FORCE) { 3176 else if (item->type == FORCE)
3177 {
3395 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3179 object *skin;
3180
3397 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3183 ;
3400 if (skin == NULL) return; 3184
3401 3185 if (!skin)
3186 return;
3187
3402 /* adding new spellpath attunements */ 3188 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3189 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3190 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3191 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3192
3406 /* print message */ 3193 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3194 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3195 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3196 {
3409 if(item->path_attuned & (1<<i)) { 3197 if (item->path_attuned & (1 << i))
3198 {
3410 if (j) 3199 if (j)
3411 strcat(buf," and "); 3200 strcat (buf, " and ");
3412 else 3201 else
3413 j = 1; 3202 j = 1;
3414 strcat(buf, spellpathnames[i]); 3203 strcat (buf, spellpathnames[i]);
3415 } 3204 }
3416 } 3205 }
3417 strcat(buf,"."); 3206 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3208 }
3420 3209
3421 /* evtl. adding flags: */ 3210 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3211 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3212 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3213 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3214 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3216 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3217
3429 /* print message if there is one */ 3218 /* print message if there is one */
3430 if (item->msg != NULL) 3219 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 }
3222 else
3432 } 3223 {
3433 else {
3434 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3226 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); 3227 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3228 }
3441} 3229}
3442 3230
3443/** 3231/**
3444 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3233 * not readied.
3446 */ 3234 */
3235void
3447void player_unready_range_ob(player *pl, object *ob) { 3236player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3237{
3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3449 3240
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3241 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3242 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3243
3453 if (pl->shoottype == i) { 3244 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3245 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 3246}
3247
3248//-GPL
3249
3250sint8
3251player::darkness_at (maptile *map, int x, int y) const
3252{
3253 if (!ns)
3254 return LOS_BLOCKED;
3255
3256 int dx, dy;
3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3258 return LOS_BLOCKED;
3259
3260 x += dx - ns->current_x;
3261 y += dy - ns->current_y;
3262
3263 return blocked_los (x, y);
3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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