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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.17 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 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 ( (size_t) strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 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 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
122 { 146 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 147 case SKILL:
124 break; 148 op->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; 149 break;
167 } 150
168 strncat(news+size,buf,HUGE_BUF-size); 151 case WAND:
169 size+=strlen(buf); 152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
170 } 161 }
171 } 162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
172 175 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 176 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 177 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
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}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
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{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 178 }
210 p = new player;
211 179
212 /* This adds the player in the linked list. There is extra 180 if (ns)
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
226 p->next = NULL;
227 } 181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
228 184
229 /* Clears basically the entire player structure except 185 INVOKE_PLAYER (DISCONNECT, this);
230 * for next and socket.
231 */
232 p->clear ();
233 186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
230
231player::player ()
232{
234 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 234 * we deal with that below this point.
236 */ 235 */
237 p->party = NULL; 236 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 237 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 239
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
248 241
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 242 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 243 bowtype = bow_normal;
266 p->petmode = pet_normal; 244 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 245 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 247 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 248
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 249 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 250 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 251}
278 252
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 253void
254player::do_destroy ()
255{
256 disconnect ();
280 257
281 /* we need to clear these to -1 and not zero - otherwise, 258 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 259
283 * send new values to the client, as things like exp start 260 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 261 {
291 for (i = 0; i < NROFATTACKS; i++) 262 ob->destroy_inv (false);
263 ob->destroy ();
292 { 264 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 265
298 p->socket.update_look = 0; 266 ob = observe = viewpoint = 0;
299 p->socket.look_position = 0;
300 return p;
301} 267}
302 268
303/* This loads the first map an puts the player on it. */ 269player::~player ()
304static void set_first_map(object *op)
305{ 270{
306 strcpy(op->contr->maplevel, first_map_path); 271 /* Clear item stack */
307 op->x = -1; 272 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311
312/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316
317int add_player(NewSocket *ns) {
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 273}
341 274
342/* 275/*
343 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
346 */ 279 */
280static archetype *
347archetype *get_player_archetype(archetype* at) 281get_player_archetype (archetype *at)
348{ 282{
349 archetype *start = at; 283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
350 for (;;) { 291 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 292 {
362} 293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
363 297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
301}
364 302
303/* Tries to add player on the connection passed in ns.
304 * All we can really get in this is some settings like host and display
305 * mode.
306 */
307player *
308player::create ()
309{
310 player *pl = new player;
311
312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
319
320 return pl;
321}
322
323object *
365object *get_nearest_player(object *mon) { 324get_nearest_player (object *mon)
325{
366 object *op = NULL; 326 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 327 objectlink *ol;
369 unsigned lastdist; 328 unsigned lastdist;
370 rv_vector rv; 329 rv_vector rv;
371 330
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 332 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 334 continue;
399 335
400 if(lastdist>rv.distance) { 336 if (lastdist > rv.distance)
337 {
401 op=ol->ob; 338 op = ol->ob;
402 lastdist=rv.distance; 339 lastdist = rv.distance;
403 } 340 }
404 } 341 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 342
343 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 344 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 345 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 346 {
413 } 347 op = pl->ob;
348 lastdist = rv.distance;
349 }
350
414#if 0 351#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 353#endif
417 return op; 354 return op;
418} 355}
419 356
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 357/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 358 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 359 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 373 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 374 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 375 * is probably not a good thing.
439 */ 376 */
440#define MAX_SPACES 50 377#define MAX_SPACES 50
441
442 378
443/* 379/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 381 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 382 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 395 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 396 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 397 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 398 * is blocking itself.
463 */ 399 */
400int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 401path_to_player (object *mon, object *pl, unsigned mindiff)
402{
465 rv_vector rv; 403 rv_vector rv;
466 sint16 x,y; 404 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 406 maptile *m, *lastmap;
469 407
470 get_rangevector(mon, pl, &rv, 0); 408 get_rangevector (mon, pl, &rv, 0);
471 409
472 if (rv.distance<mindiff) return 0; 410 if (rv.distance < mindiff)
411 return 0;
473 412
474 x=mon->x; 413 x = mon->x;
475 y=mon->y; 414 y = mon->y;
476 m=mon->map; 415 m = mon->map;
477 dir = rv.direction; 416 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
480 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 421 if (diff > max)
422 return 0;
423
482 while (diff >1 && max>0) { 424 while (diff > 1 && max > 0)
425 {
483 lastx = x; 426 lastx = x;
484 lasty = y; 427 lasty = y;
485 lastmap = m; 428 lastmap = m;
486 x = lastx + freearr_x[dir]; 429 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 430 y = lasty + freearr_y[dir];
488 431
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 432 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 434
492 /* Space is blocked - try changing direction a little */ 435 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 437 && (m == mon->map && blocked_link (mon, m, x, y))))
438 {
495 /* recalculate direction from last good location. Possible 439 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 440 * we were not traversing ideal location before.
497 */ 441 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 443 if (rv.direction != dir)
444 {
500 /* OK - says direction should be different - lets reset the 445 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 446 * the values so it will try again.
502 */ 447 */
503 x = lastx; 448 x = lastx;
504 y = lasty; 449 y = lasty;
505 m = lastmap; 450 m = lastmap;
506 dir = firstdir = rv.direction; 451 dir = firstdir = rv.direction;
452 }
507 } else { 453 else
454 {
508 /* direct path is blocked - try taking a side step to 455 /* direct path is blocked - try taking a side step to
509 * either the left or right. 456 * either the left or right.
510 * Note increase the values in the loop below to be 457 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 458 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 459 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 460 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 461 * stepping back and forth
515 */ 462 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 {
465 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 466 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 467 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 468 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 469 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 470 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 471 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 472 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 473 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 474 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 475 * the last direction the creature has successfully
527 * moved. 476 * moved.
528 */ 477 */
529 478
530 x = lastx + freearr_x[absdir(lastdir+i)]; 479 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 480 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 481 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 482 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 483 if (mflags & P_OUT_OF_MAP)
484 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 485 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 486 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
487 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 488 if (mflags & P_BLOCKSVIEW)
489 continue;
538 490
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 491 if (m == mon->map && blocked_link (mon, m, x, y))
492 break;
540 } 493 }
541 /* go through entire loop without finding a valid 494 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 495 * sidestep to take - thus, no valid path.
543 */ 496 */
544 if (i==(DETOUR_AMOUNT+1)) 497 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 498 return 0;
546 diff--; 499 diff--;
547 lastdir=dir; 500 lastdir = dir;
548 max--; 501 max--;
549 if (!firstdir) firstdir = dir+i; 502 if (!firstdir)
503 firstdir = dir + i;
550 } /* else check alternate directions */ 504 } /* else check alternate directions */
551 } /* if blocked */ 505 } /* if blocked */
552 else { 506 else
507 {
553 /* we moved towards creature, so diff is less */ 508 /* we moved towards creature, so diff is less */
554 diff--; 509 diff--;
555 max--; 510 max--;
556 lastdir=dir; 511 lastdir = dir;
512 if (!firstdir)
557 if (!firstdir) firstdir = dir; 513 firstdir = dir;
514 }
515
516 if (diff <= 1)
558 } 517 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 519 * headed toward player for entire distance.
562 */ 520 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 523 }
566 if (diff>max) return 0; 524
525 if (diff > max)
526 return 0;
567 } 527 }
528
568 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 530 if (!max)
531 return 0;
570 532
571 return firstdir; 533 return firstdir;
572} 534}
573 535
536void
574void give_initial_items(object *pl,treasurelist *items) { 537give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 538{
576
577 if(pl->randomitems!=NULL) 539 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 541
580 for (op=pl->inv; op; op=next) { 542 for (object *next, *op = pl->inv; op; op = next)
543 {
581 next = op->below; 544 next = op->below;
582 545
583 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 548 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 550 SET_FLAG (op, FLAG_APPLIED);
588 551
589 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 553 * by this player due to race restrictions
591 */ 554 */
592 if (pl->type == PLAYER) { 555 if (pl->type == PLAYER)
556 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
594 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 562 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 564 {
603 } 565 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 566 continue;
623 } 567 }
624 if (op->nrof > 1) op->nrof = 1; 568 }
569
570 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex
573 */
574 if (op->type == SKILL)
625 } 575 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name)
578 {
579 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break;
583 }
626 584
585 if (op->nrof > 1)
586 op->nrof = 1;
587 }
588
627 if (op->type == SPELLBOOK && op->inv) { 589 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 }
630 591
631 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 594 * merged properly.
634 */ 595 */
635 if (need_identify(op)) { 596 if (need_identify (op))
597 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
601 }
602
603 if (op->type == SPELL)
639 } 604 {
640 if(op->type==SPELL) { 605 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 606 continue;
607 }
608 else if (op->type == SKILL)
644 } 609 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 611 op->stats.exp = 0;
648 op->level = 1; 612 op->level = 1;
649 } 613 }
650 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
653 617
654 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
655 link_player_skills(pl); 619 pl->contr->link_skills ();
656} 620}
657 621
658void get_name(object *op) { 622void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 623get_party_password (object *op, partylist *party)
624{
731 if (party == NULL) { 625 if (party == NULL)
626 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 627 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 628 return;
734 } 629 }
630
735 op->contr->write_buf[0]='\0'; 631 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 635}
740
741 636
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743int roll_stat(void) { 638static int
639roll_stat ()
640{
744 int a[4],i,j,k; 641 int a[4], i, j, k;
745 642
746 for(i=0;i<4;i++) 643 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 644 a[i] = (int) rndm (6) + 1;
748 645
749 for(i=0,j=0,k=7;i<4;i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 647 if (a[i] < k)
751 k=a[i],j=i; 648 k = a[i], j = i;
752 649
753 for(i=0,k=0;i<4;i++) { 650 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 651 if (i != j)
755 k+=a[i]; 652 k += a[i];
756 } 653
757 return k; 654 return k;
758} 655}
759 656
760void roll_stats(object *op) { 657void
658object::roll_stats ()
659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
761 int sum=0; 664 int sum = 0;
762 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
764 667
765 do { 668 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 669 break;
767 op->stats.Dex=roll_stat(); 670 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 671
778 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 674
787 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 677
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 678 stats.exp = 0;
818 op->stats.ac=0; 679 stats.ac = 0;
819 680
681 stats.hp = stats.maxhp;
682 stats.sp = stats.maxsp;
683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
820 op->contr->levhp[1] = 9; 687 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
823 690
824 fix_player(op); 691 contr->orig_stats = stats;
692 }
693}
694
695void
696object::swap_stats (int a, int b)
697{
698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
699
700 for (int i = 0; i < NUM_STATS; ++i)
701 stats.stat (i) = contr->orig_stats.stat (i);
702
703 //TODO: the following code looks so borked and should, at the very least,
704 // be merged with the similar code in roll_stats
705 stats.ac = 0;
706
707 level = 1;
708 stats.exp = 0;
709 stats.ac = 0;
710
825 op->stats.hp = op->stats.maxhp; 711 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 712 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 713 stats.grace = stats.maxgrace;
714
715 if (contr)
716 {
717 contr->levhp[1] = 9;
718 contr->levsp[1] = 6;
719 contr->levgrace[1] = 3;
720
828 op->contr->orig_stats=op->stats; 721 contr->orig_stats = stats;
722 }
829} 723}
830 724
831void Roll_Again(object *op) 725static void
726start_info (object *op)
832{ 727{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
841 729
842 if ( op->contr->Swap_First == -1 ) { 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 732}
950 733
951/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
955 * not the class. 738 * not the class.
956 */ 739 */
957 740void
958int key_change_class(object *op, char key) 741player::chargen_race_done ()
959{ 742{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 744 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 745
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
749
974 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
976 752
977 op->contr->state=ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
978 754
979 if (op->msg) 755 if (ob->msg)
980 op->msg=NULL; 756 ob->msg = 0;
981 757
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 758 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 760 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op); 761 esrv_send_inventory (ob, ob);
996 fix_player(op); 762 ob->update_stats ();
997 763
998 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
999 * is one for this race 765 * is one for this race
1000 */ 766 */
1001 if(*first_map_ext_path) { 767 if (*first_map_ext_path)
1002 object *tmp; 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 char mapname[MAX_BUF]; 769 else
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 771}
1017 return 0;
1018 }
1019 772
773void
774player::chargen_race_next ()
775{
1020 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1022 */ 778 */
1023 779
1024 tmp_loop = 0; 780 do
1025 while(!tmp_loop) { 781 {
1026 shstr name = op->name; 782 shstr name = ob->name;
1027 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
784
1028 remove_statbonus(op); 785 ob->remove_statbonus ();
1029 remove_ob (op); 786 ob->remove ();
1030 op->arch = get_player_archetype(op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1031 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
1032 op->instantiate (); 789 ob->instantiate ();
1033 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1034 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
1035 op->x = x; 792 ob->x = x;
1036 op->y = y; 793 ob->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 796 assign (ob->contr->title, ob->arch->object::name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 797 ob->add_statbonus ();
1042 tmp_loop=allowed_class(op);
1043 } 798 }
799 while (!allowed_class (ob));
800
1044 update_object(op,UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 802 esrv_update_item (UPD_FACE, ob, ob);
1046 fix_player(op); 803 ob->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1049 op->stats.grace=0; 806 ob->stats.grace = 0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054} 807}
1055 808
1056int key_confirm_quit(object *op, char key) 809static void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 810flee_player (object *op)
811{
1102 int dir,diff; 812 int dir, diff;
1103 rv_vector rv; 813 rv_vector rv;
1104 814
1105 if(op->stats.hp < 0) { 815 if (op->stats.hp < 0)
816 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
819 return;
820 }
821
822 if (!op->enemy)
823 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED);
826 return;
827 }
828
829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 {
831 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED);
833 return;
834 }
835
836 get_rangevector (op, op->enemy, &rv, 0);
837
838 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++)
840 {
841 int m = 1 - rndm (2) * 2;
842
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1108 return; 844 return;
1109 } 845 }
1110 846
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 849 op->enemy = NULL;
1145} 850}
1146
1147 851
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 854 * stop.
1151 */ 855 */
856int
1152int check_pick(object *op) { 857check_pick (object *op)
858{
1153 object *tmp, *next; 859 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 860 int stop = 0;
1156 int j, k, wvratio; 861 int wvratio;
1157 char putstring[128], tmpstr[16];
1158
1159 862
1160 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1162 return 1; 865 return 1;
1163 866
1164 op_tag = op->count;
1165
1166 next = op->below; 867 next = op->below;
1167 if (next) 868
1168 next_tag = next->count; 869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1169 871
1170 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 873 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 874 while (next && !next->destroyed ())
1173 { 875 {
1174 tmp = next; 876 tmp = next;
1175 next = tmp->below; 877 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 878
1179 if (was_destroyed (op, op_tag)) 879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
885 if (op->destroyed ())
1180 return 0; 886 return 0;
1181 887
1182 if ( ! can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1183 continue; 889 continue;
1184 890
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 892 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1189 continue; 896 continue;
1190 }
1191
1192 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) {
1194 switch (op->contr->mode) {
1195 case 0: return 1; /* don't pick up */
1196 case 1: pick_up (op, tmp);
1197 return 1;
1198 case 2: pick_up (op, tmp);
1199 return 0;
1200 case 3: return 0; /* stop before pickup */
1201 case 4: pick_up (op, tmp);
1202 break;
1203 case 5: pick_up (op, tmp);
1204 stop = 1;
1205 break;
1206 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp);
1210 break;
1211
1212 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp);
1215 break;
1216
1217 default:
1218 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp);
1224 } 897 }
1225 } 898
1226 else { /* old model */
1227 /* NEW pickup handling */ 899 /* pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1229 { 901 {
1230 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL) 903 const char *str = tmp->name
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 }
1251 } 910 }
1252 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 911
1255#if 0 912 if (op->contr->mode & PU_INHIBIT)
1256 /* print the flags too */ 913 return 1;
1257 for(k=0;k<4;k++) 914
1258 { 915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 916 return 1;
1260 for(j=0;j<32;j++) 917
1261 {
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1263 if(!((j+1)%4))fprintf(stderr," ");
1264 }
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif
1268 }
1269 /* philosophy: 918 /* philosophy:
1270 * It's easy to grab an item type from a pile, as long as it's 919 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups 920 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a 921 * and selections, select-items should be used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for 922 * grab-as-you-run type mode that's really useful for arrows for
1274 * example. 923 * example.
1275 * The drawback: right now it has no frontend, so you need to 924 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then 925 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#> 926 * convert to decimal and then 'pickup <#>
1280 /* the first two modes are exclusive: if NOTHING we return, if 929 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially, 930 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */ 931 * meaning if any test passes, the item gets picked up. */
1283 932
1284 /* if mode is set to pick nothing up, return */ 933 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1; 934 if (op->contr->mode == PU_NOTHING)
935 return 1;
1287 936
1288 /* if mode is set to stop when encountering objects, return */ 937 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick 938 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */ 939 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0; 940 if (op->contr->mode & PU_STOP)
941 return 0;
1293 942
1294 /* useful for going into stores and not losing your settings... */ 943 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while 944 /* and for battles wher you don't want to get loaded down while
1296 * fighting */ 945 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1; 946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
1298 948
1299 /* prevent us from turning into auto-thieves :) */ 949 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
1301 952
1302 /* ignore known cursed objects */ 953 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
1304 956
1305 /* all food and drink if desired */ 957 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */ 958 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD) 959 if (op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD) 960 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
1310 if(op->contr->mode & PU_DRINK) 966 if (op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
1313 972
1314 if(op->contr->mode & PU_POTION) 973 if (op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION) 974 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
1317 979
1318 /* spellbooks, skillscrolls and normal books/scrolls */ 980 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK) 981 if (op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK) 982 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
1322 if(op->contr->mode & PU_SKILLSCROLL) 988 if (op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL) 989 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
1325 if(op->contr->mode & PU_READABLES) 995 if (op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL) 996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1328 1001
1329 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1333 1012
1334 /* pick up all magical items */ 1013 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1338 1021
1339 if(op->contr->mode & PU_VALUABLES) 1022 if (op->contr->mode & PU_VALUABLES)
1340 { 1023 {
1341 if (tmp->type == MONEY || tmp->type == GEM) 1024 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1343 } 1029 }
1344 1030
1345 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 /* we don't forget dragon food */
1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1349 1049
1350 /* bows and arrows. Bows are good for selling! */ 1050 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW) 1051 if (op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW) 1052 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1354 if(op->contr->mode & PU_ARROW) 1058 if (op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW) 1059 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1357 1064
1358 /* all kinds of armor etc. */ 1065 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR) 1066 if (op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR) 1067 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1362 if(op->contr->mode & PU_HELMET) 1073 if (op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET) 1074 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1365 if(op->contr->mode & PU_SHIELD) 1080 if (op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD) 1081 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1368 if(op->contr->mode & PU_BOOTS) 1087 if (op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS) 1088 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1371 if(op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1374 if(op->contr->mode & PU_CLOAK) 1101 if (op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK) 1102 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1377 1107
1378 /* hoping to catch throwing daggers here */ 1108 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON) 1109 if (op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1382 1115
1383 /* careful: chairs and tables are weapons! */ 1116 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON) 1117 if (op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 } 1118 {
1392 if(tmp->type == WEAPON && tmp->name==NULL) 1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1393 { 1125 }
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399 1126
1400 /* misc stuff that's useful */ 1127 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY) 1128 if (op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1404 1134
1405 /* any of the last 4 bits set means we use the ratio for value 1135 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */ 1136 * pickups */
1407 if(op->contr->mode & PU_RATIO) 1137 if (op->contr->mode & PU_RATIO)
1408 { 1138 {
1409 /* use value density to decide what else to grab */ 1139 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */ 1140 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits 1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */ 1142 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5; 1143 wvratio = op->contr->mode & PU_RATIO;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1415 { 1145 {
1416 pick_up(op, tmp);
1417#if 0 1146#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) { 1148 if (tmp->name != NULL)
1149 {
1420 fprintf(stderr,"%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1421 } 1151 }
1152 else
1422 else fprintf(stderr,"%s",tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1423 fprintf(stderr,",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1425#endif 1156#endif
1157 CHK_PICK_PICKUP;
1426 continue; 1158 continue;
1427 } 1159 }
1160 } /* the new pickup model */
1428 } 1161 }
1429 } /* the new pickup model */ 1162
1430 }
1431 return ! stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1432} 1199}
1433 1200
1434/* 1201/*
1435 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1204 * found object is returned.
1438 */ 1205 */
1206static object *
1439object *find_arrow(object *op, const char *type) 1207find_arrow (object *op, const char *type)
1440{ 1208{
1441 object *tmp = NULL; 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1442 1212
1443 for(op=op->inv; op; op=op->below) 1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1445 QUERY_FLAG(op,FLAG_APPLIED)) 1215 if (object *arrow = find_arrow (tmp, type))
1446 tmp = find_arrow (op, type); 1216 {
1447 else if (op->type==ARROW && op->race==type) 1217 splay (tmp);
1448 return op; 1218 return arrow;
1219 }
1220
1449 return tmp; 1221 return 0;
1450} 1222}
1451 1223
1452/* 1224/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1229 */
1458 1230static object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1460{ 1232{
1461 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1463 1235
1464 if (!type) 1236 if (!type)
1465 return NULL; 1237 return NULL;
1466 1238
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1239 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1240 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1242 {
1470 i = 0; 1243 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1472 if (i > betterby) { 1246 if (i > betterby)
1247 {
1473 tmp = ntmp; 1248 tmp = ntmp;
1474 betterby = i; 1249 betterby = i;
1475 } 1250 }
1251 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1252 else if (arrow->type == ARROW && arrow->race == type)
1253 {
1477 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1255 if (target->race && arrow->slaying.contains (target->race))
1479 strstr(arrow->slaying, target->race)) { 1256 {
1480 if (arrow->attacktype & AT_DEATH) { 1257 if (arrow->attacktype & AT_DEATH)
1258 {
1481 *better = 100; 1259 *better = 100;
1482 return arrow; 1260 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1261 }
1487 } else { 1262 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1263 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1264 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1265 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1266 }
1504 } 1267 }
1268 else
1269 {
1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1271 {
1272 attacktype = 1 << attacknum;
1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1275 {
1276 tmp = arrow;
1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1278 }
1279 }
1280
1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1282 {
1283 tmp = arrow;
1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1285 }
1286
1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1288 {
1289 tmp = arrow;
1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1291 }
1505 } 1292 }
1293 }
1506 } 1294 }
1295
1507 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1297 return find_arrow (op, type);
1509 1298
1510 *better = betterby; 1299 *better = betterby;
1511 return tmp; 1300 return tmp;
1512} 1301}
1513 1302
1514/* looks in a given direction, finds the first valid target, and calls 1303/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1305 * op = the shooter
1517 * type = bow->race 1306 * type = bow->race
1518 * dir = fire direction 1307 * dir = fire direction
1519 */ 1308 */
1520 1309static object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1522{ 1311{
1523 object *tmp = NULL; 1312 object *tmp = NULL;
1524 mapstruct *m; 1313 maptile *m;
1525 int i, mflags, found, number; 1314 int i, mflags, found, number;
1526 sint16 x, y; 1315 sint16 x, y;
1527 1316
1528 if (op->map == NULL) 1317 if (op->map == NULL)
1529 return find_arrow(op, type); 1318 return find_arrow (op, type);
1530 1319
1531 /* do a dex check */ 1320 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1321 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1322 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1323 return find_arrow (op, type);
1535 1324
1536 m = op->map; 1325 m = op->map;
1537 x = op->x; 1326 x = op->x;
1538 y = op->y; 1327 y = op->y;
1539 1328
1540 /* find the first target */ 1329 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1330 for (i = 0, found = 0; i < 20; i++)
1331 {
1542 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1337 {
1546 tmp = NULL; 1338 tmp = 0;
1339 break;
1340 }
1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1342 {
1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1344 * perhaps a bad assumption.
1345 */
1346 tmp = 0;
1347 break;
1348 }
1349
1350 if (mflags & P_IS_ALIVE)
1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1547 break; 1353 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1354 }
1565 if (tmp == NULL) 1355
1356 if (!tmp)
1566 return find_arrow(op, type); 1357 return find_arrow (op, type);
1567 1358
1568 if (tmp->head) 1359 if (tmp->head)
1569 tmp = tmp->head; 1360 tmp = tmp->head;
1570 1361
1571 return find_better_arrow(op, tmp, type, &i); 1362 return find_better_arrow (op, tmp, type, &i);
1572} 1363}
1573 1364
1574/* 1365/*
1575 * Creature fires a bow - op can be monster or player. Returns 1366 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1367 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1370 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes) 1371 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special 1372 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes. 1373 * player fire modes.
1583 */ 1374 */
1375int
1584int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 sint16 sx, sint16 sy)
1586{ 1377{
1587 object *left, *bow; 1378 object *left, *bow;
1588 tag_t left_tag, tag; 1379 int mflags;
1589 int bowspeed, mflags; 1380 maptile *m;
1590 mapstruct *m;
1591 1381
1592 if (!dir) { 1382 if (!dir)
1383 {
1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1385 return 0;
1386 }
1387
1388 if (op->contr)
1389 bow = op->current_weapon;
1390 else
1595 } 1391 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1602 */ 1395 */
1603 if(bow->type==BOW) 1396 if (bow->type == BOW)
1604 break; 1397 break;
1605 1398
1606 if (!bow) { 1399 if (!bow)
1400 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1402 return 0;
1609 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1610 } 1407 }
1408
1611 if( !bow->race || !bow->skill) { 1409 if (!bow->race || !bow->skill)
1410 {
1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 return 0; 1412 return 0;
1614 } 1413 }
1615 1414
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1415 if (arrow == NULL)
1416 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1418 {
1626 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1422 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1632 return 0; 1425 return 0;
1633 } 1426 }
1634 } 1427 }
1428
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1430 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1431 return 0;
1638 } 1432
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1434 {
1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1641 return 0; 1436 return 0;
1642 } 1437 }
1643 1438
1644 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1440 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1441 {
1647 free_object(arrow); 1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1443 arrow->destroy ();
1648 return 0; 1444 return 0;
1649 } 1445 }
1650 1446
1651 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count; 1448 arrow = arrow->split ();
1653 arrow = get_split_ob(arrow, 1); 1449 if (!arrow)
1654 if (arrow == NULL) { 1450 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1452 return 0;
1657 } 1453 }
1658 set_owner(arrow, op); 1454
1455 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1457 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1458
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1672 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1462 arrow->custom_name = arrow->slaying;
1675 arrow->spellarg = strdup_local(arrow->slaying);
1676 1463
1677 /* Note that this was different for monsters - they got their level 1464#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1465 if (player *pl = op->contr)
1679 */
1680 1466 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1467 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1685 /* update the speed */ 1481 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1483 + bow->stats.dam / 7.f;
1690 1484
1691 if (arrow->speed < 1.0) 1485 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1695 1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1696 if (op->type == PLAYER) { 1490 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1491 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1493 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1499 }
1500 else
1501 {
1707 arrow->level = op->level; 1502 arrow->level = op->level;
1708 } 1503 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1504
1710 arrow->attacktype |= bow->attacktype; 1505 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1506 arrow->slaying = bow->slaying;
1713 1507
1714 arrow->map = m; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1510
1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1715 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1517
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1519 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1520
1722 if (!was_destroyed(arrow, tag)) 1521 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1522 move_arrow (arrow);
1724 1523
1725 if (op->type == PLAYER) {
1726 if (was_destroyed (left, left_tag))
1727 esrv_del_item(op->contr, left_tag);
1728 else
1729 esrv_send_item(op, left);
1730 }
1731 return 1; 1524 return 1;
1732} 1525}
1733 1526
1734/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1528 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1532 * hence the function name.
1740 */ 1533 */
1534static int
1741int player_fire_bow(object *op, int dir) 1535player_fire_bow (object *op, int dir)
1742{ 1536{
1743 int ret=0, wcmod=0; 1537 int ret;
1744 1538
1745 if (op->contr->bowtype == bow_bestarrow) { 1539 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1540 {
1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1748 dir, 0, op->x, op->y); 1542 }
1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1544 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1751 wcmod =-1;
1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1753 op->x, op->y); 1547 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1548 else if (op->contr->bowtype == bow_threewide)
1549 {
1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1553 }
1554 else if (op->contr->bowtype == bow_spreadshot)
1555 {
1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1559 }
1560 else
1561 {
1562 /* Simple case */
1755 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1758 } else if (op->contr->bowtype == bow_spreadshot) {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1762
1763 } else {
1764 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1766 } 1564 }
1565
1767 return ret; 1566 return ret;
1768} 1567}
1769
1770 1568
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1773 */ 1571 */
1572static void
1774void fire_misc_object(object *op, int dir) 1573fire_misc_object (object *op, int dir)
1775{ 1574{
1776 object *item; 1575 object *item = op->contr->ranged_ob;
1777 1576
1778 if (!op->contr->ranges[range_misc]) { 1577 if (!item)
1578 {
1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1580 return;
1781 } 1581 }
1782 1582
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1583 if (!item->inv)
1584 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1586 return;
1787 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1788 if (item->type == WAND) { 1592 if (item->type == WAND)
1593 {
1789 if(item->stats.food<=0) { 1594 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1792 return; 1599 return;
1793 } 1600 }
1601 }
1794 } else if (item->type == ROD || item->type==HORN) { 1602 else if (item->type == ROD || item->type == HORN)
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1603 {
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1609 {
1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1797 if (item->type== ROD) 1612 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1614 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1616
1803 return; 1617 return;
1804 } 1618 }
1805 } 1619 }
1806 1620
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1622 {
1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1809 if (item->type == WAND) { 1625 if (item->type == WAND)
1626 {
1810 if (!(--item->stats.food)) { 1627 if (!(--item->stats.food))
1628 {
1811 object *tmp; 1629 object *tmp;
1630
1812 if (item->arch) { 1631 if (item->arch)
1632 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1815 item->speed = 0; 1635 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1636 }
1818 if ((tmp=is_player_inv(item))) 1637
1638 if (object *pl = item->visible_to ())
1819 esrv_update_item(UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1820 } 1640 }
1821 } 1641 }
1822 else if (item->type == ROD || item->type==HORN) { 1642 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1643 drain_rod_charge (item);
1824 }
1825 } 1644 }
1826} 1645}
1827 1646
1828/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1829 */ 1648 */
1649bool
1830void fire(object *op,int dir) { 1650fire (object *op, int dir)
1651{
1831 int spellcost=0; 1652 int spellcost = 0;
1832 1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1833 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1676 if (action_makes_visible (op))
1677 make_visible (op);
1835 1678
1836 switch(op->contr->shoottype) { 1679 switch (ob->type)
1837 case range_none: 1680 {
1838 return; 1681 case BOW:
1839
1840 case range_bow:
1841 player_fire_bow(op, dir); 1682 player_fire_bow (op, dir);
1842 return; 1683 break;
1843 1684
1844 case range_magic: /* Casting spells */ 1685 case SPELL:
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1846 return; 1687 break;
1847 1688
1848 case range_misc: 1689 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir ); 1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1698 fire_misc_object (op, dir);
1699 break;
1700 }
1701
1702 return true;
1703}
1704
1705static object *
1706find_key_ (object *pl, object *container, object *door)
1707{
1708 object *tmp, *key;
1709
1710 /* Should not happen, but sanity checking is never bad */
1711 if (!container->inv)
1712 return 0;
1713
1714 /* First, lets try to find a key in the top level inventory */
1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1716 {
1717 if (door->type == DOOR && tmp->type == KEY)
1718 break;
1719
1720 /* For sanity, we should really check door type, but other stuff
1721 * (like containers) can be locked with special keys
1722 */
1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1724 break;
1725 }
1726
1727 /* No key found - lets search inventories now */
1728 /* If we find and use a key in an inventory, return at that time.
1729 * otherwise, if we search all the inventories and still don't find
1730 * a key, return
1731 */
1732 if (!tmp)
1733 {
1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1735 /* No reason to search empty containers */
1736 if (tmp->type == CONTAINER && tmp->inv)
1737 if ((key = find_key_ (pl, tmp, door)))
1738 return key;
1739
1740 if (!tmp)
1873 return; 1741 return 0;
1874 default: 1742 }
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1743
1744 /* We get down here if we have found a key. Now if its in a container,
1745 * see if we actually want to use it
1746 */
1747 if (pl != container)
1748 {
1749 /* Only let players use keys in containers */
1750 if (!pl->contr)
1876 return; 1751 return 0;
1877 }
1878}
1879 1752
1753 /* cases where this fails:
1754 * If we only search the player inventory, return now since we
1755 * are not in the players inventory.
1756 * If the container is not active, return now since only active
1757 * containers can be used.
1758 * If we only search keyrings and the container does not have
1759 * a race/isn't a keyring.
1760 * No checking for all containers - to fall through past here,
1761 * inv must have been an container and must have been active.
1762 *
1763 * Change the color so that the message doesn't disappear with
1764 * all the others.
1765 */
1766 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL;
1773 }
1774 }
1880 1775
1776 return tmp;
1777}
1881 1778
1882/* find_key 1779/* find_key
1883 * We try to find a key for the door as passed. If we find a key 1780 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL 1781 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1782 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1784 * pl is the player,
1888 * inv is the objects inventory to searched 1785 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1786 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1787 * This function can be called recursively to search containers.
1891 */ 1788 */
1892 1789object *
1893object * find_key(object *pl, object *container, object *door) 1790find_key (object *pl, object *container, object *door)
1894{ 1791{
1895 object *tmp,*key; 1792 if (door->slaying && is_match_expr (door->slaying))
1896
1897 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL;
1899
1900 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1902 if (door->type==DOOR && tmp->type==KEY) break;
1903 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys
1905 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1907 tmp->slaying==door->slaying) break;
1908 } 1793 {
1909 /* No key found - lets search inventories now */ 1794 // for match expressions, we try to find the key by applying the match
1910 /* If we find and use a key in an inventory, return at that time. 1795 // to the op itself, which is supposed to find the "key", instead
1911 * otherwise, if we search all the inventories and still don't find 1796 // of searching through containers ourselves.
1912 * a key, return 1797
1913 */ 1798 return match_one (door->slaying, container, door, pl, pl);
1914 if (!tmp) {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1919 }
1920 }
1921 if (!tmp) return NULL;
1922 } 1799 }
1923 /* We get down here if we have found a key. Now if its in a container, 1800 else
1924 * see if we actually want to use it 1801 return find_key_ (pl, container, door);
1925 */
1926 if (pl!=container) {
1927 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL;
1929 /* cases where this fails:
1930 * If we only search the player inventory, return now since we
1931 * are not in the players inventory.
1932 * If the container is not active, return now since only active
1933 * containers can be used.
1934 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active.
1938 *
1939 * Change the color so that the message doesn't disappear with
1940 * all the others.
1941 */
1942 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys")))
1946 ) {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door",
1949 query_name(tmp), query_name(container));
1950 return NULL;
1951 }
1952 }
1953 return tmp;
1954} 1802}
1955 1803
1956/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1959 * 0 otherwise 1807 * 0 otherwise
1960 */ 1808 */
1809static int
1961static int player_attack_door(object *op, object *door) 1810player_attack_door (object *op, object *door)
1962{ 1811{
1963
1964 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1965 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1966 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1967 */ 1815 */
1968 object *key=find_key(op, op, door); 1816 object *key = find_key (op, op, door);
1969 1817
1970 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1971 if (key) { 1819 if (key)
1820 {
1972 object *container=key->env; 1821 object *container = key->env;
1973 1822
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1823 if (action_makes_visible (op))
1824 make_visible (op);
1825
1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1827 spring_trap (door->inv, op);
1828
1977 if (door->type == DOOR) { 1829 if (door->type == DOOR)
1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1832 {
1982 "You open the door with the %s", query_short_name(key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1983 remove_door2(door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1835 }
1836
1985 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1839
1988 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1841 }
1991 } else if (door->type==LOCKED_DOOR) { 1842 else if (door->type == LOCKED_DOOR)
1843 {
1992 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1994 return 1; 1846 return 1;
1995 } 1847 }
1848
1996 return 0; 1849 return 0;
1997} 1850}
1998 1851
1999/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2004 */ 1857 */
2005 1858bool
2006void move_player_attack(object *op, int dir) 1859move_player_attack (object *op, int dir)
2007{ 1860{
2008 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2009 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2010 int on_battleground; 1867 int on_battleground;
2011 mapstruct *m;
2012 1868
2013 nx=freearr_x[dir]+op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2015 1871
2016 on_battleground = op_on_battleground(op, NULL, NULL); 1872 on_battleground = op_on_battleground (op, 0, 0);
2017 1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
1876
2018 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2019 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2020 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2021 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2022 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2023 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2024 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 1884 * move_ob uses.
2026 */ 1885 */
2027 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1886 maptile *m = op->map->xy_find (nx, ny);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 1887
2039 mon = NULL;
2040 /* Go through all the objects, and find ones of interest. Only stop if 1888 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 1889 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 1890 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
1901 }
1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
2044 */ 1911 {
2045 while (tmp!=NULL) { 1912 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 1913 return true;
2047 tmp=tmp->above; 1914 }
2048 continue; 1915
1916 /* The following deals with possibly attacking peaceful
1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
1949 }
1950 else
1951 return false;
1952 }
1953
1954 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push
1956 * someone, but put it inside this loop so that you won't
1957 * attack them either.
1958 */
1959 if ((mon->type == PLAYER || mon->enemy != op)
1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1961 && ((op->contr->peaceful
1962 || (mon->type == PLAYER && mon->contr->peaceful))
1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
1969 if (!op->contr->braced)
1970 {
1971 op->play_sound (sound_find ("push_player"));
1972 push_ob (mon, dir, op);
2049 } 1973 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1974 else
2051 mon = tmp; 1975 op->statusmsg ("You withhold your attack");
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 1976
2062 if(mon->head != NULL) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2063 mon = mon->head; 1978 make_visible (op);
2064 1979
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1980 return true;
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 { 1981 }
2093 /* If we're braced, we don't want to switch places with it */ 1982 }
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else {
2120 new_draw_info(0, 0,op,"You withhold your attack");
2121 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2127 */ 1985 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
1989 {
1990 --op->speed_left;
1991
2129 recursive_roll(mon,dir,op); 1992 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 1993 if (action_makes_visible (op))
2131 } 1994 make_visible (op);
2132 1995
1996 return true;
1997 }
1998 }
2133 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2138 */ 2004 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2007 {
2143 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2009 {
2171 } /* if player should attack something */ 2010 --op->contr->weapon_sp_left;
2172}
2173 2011
2012 skill_attack (mon, op, 0, 0, 0);
2013
2014 if (action_makes_visible (op))
2015 make_visible (op);
2016
2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2174int move_player(object *op,int dir) { 2025move_player (object *op, int dir)
2175 int pick; 2026{
2176
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 return 0; 2028 return 0;
2029
2030 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9))
2032 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0;
2035 }
2036
2037 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040
2041 op->facing = dir;
2042
2043 if (op->flag [FLAG_HIDDEN])
2044 do_hidden_move (op);
2045
2046 bool retval;
2047 int pick = 0;
2048
2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2050 retval = RESULT_INT (0);
2051 else if (op->contr->fire_on)
2052 retval = fire (op, dir);
2053 else
2054 {
2055 retval = move_player_attack (op, dir);
2056 pick = check_pick (op);
2057 }
2058
2059 /* Add special check for newcs players and fire on - this way, the
2060 * server can handle repeat firing.
2061 */
2062 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2063 op->direction = dir;
2064 else
2065 op->direction = 0;
2066
2067 /* Update how the player looks. Use the facing, so direction may
2068 * get reset to zero. This allows for full animation capabilities
2069 * for players.
2070 */
2071 animate_object (op, op->facing);
2072
2073 return retval;
2218} 2074}
2219 2075
2220/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2221 * new client/server stuff. 2077 * new client/server stuff.
2222 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2223 * the new speed values for commands. 2079 * the new speed values for commands.
2224 * 2080 *
2225 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2226 */ 2084 */
2085bool
2227int handle_newcs_player(object *op) 2086handle_newcs_player (object *op)
2228{ 2087{
2229 if (op->contr->hidden) {
2230 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 }
2243 }
2244
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2089 {
2090 if (op->speed_left > 0.f)
2091 {
2092 --op->speed_left;
2246 flee_player(op); 2093 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2094
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2095 return true;
2251 } 2096 }
2097 else
2098 return false;
2252 } 2099 }
2253 2100
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2103 * called, so we recheck it here.
2269 */ 2104 */
2270 HandleClient(&op->contr->socket, op->contr); 2105 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2106 return true;
2272 2107
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2109 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2110
2283 else return 0; 2111 return false;
2284 } 2112}
2113
2114static int
2115save_life (object *op)
2116{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2118 return 0;
2286}
2287 2119
2288int save_life(object *op) { 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 object *tmp; 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2122 {
2123 op->play_sound (sound_find ("ob_evaporate"));
2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2125
2126 tmp->destroy ();
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2128
2129 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp;
2131
2132 if (op->stats.food < 0)
2133 op->stats.food = 999;
2134
2135 op->update_stats ();
2292 return 0; 2136 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2137 }
2138
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2140 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2141 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2142 return 0;
2316} 2143}
2317 2144
2318/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2319 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2320 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2321 * from. 2148 * from.
2322 */ 2149 */
2150static void
2323void remove_unpaid_objects(object *op, object *env) 2151drop_unpaid_items (object *op, object *env)
2324{ 2152{
2325 object *next;
2326
2327 while (op) { 2153 while (op)
2154 {
2328 next=op->below; /* Make sure we have a good value, in case 2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329 * we remove object 'op' 2156
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2158 op->insert_at (env);
2333 op->x = env->x; 2159 else if (op->inv)
2334 op->y = env->y; 2160 drop_unpaid_items (op->inv, env);
2335 if (env->type == PLAYER) 2161
2336 esrv_del_item(env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0);
2338 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env);
2340 op=next; 2162 op = next;
2341 } 2163 }
2342} 2164}
2343 2165
2344 2166void
2345/* 2167object::drop_unpaid_items ()
2346 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory.
2351 */
2352char *gravestone_text (object *op)
2353{ 2168{
2354 static char buf2[MAX_BUF]; 2169 if (!flag [FLAG_REMOVED])
2355 char buf[MAX_BUF]; 2170 ::drop_unpaid_items (inv, this);
2356 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER) {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 return buf2;
2380} 2171}
2381 2172
2382 2173void
2383
2384void do_some_living(object *op) { 2174do_some_living (object *op)
2175{
2385 int last_food=op->stats.food; 2176 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2177 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2178 int over_hp, over_sp, over_grace;
2388 int i; 2179 int i;
2389 int rate_hp = 1200; 2180 int rate_hp = 1200;
2390 int rate_sp = 2500; 2181 int rate_sp = 2500;
2391 int rate_grace = 2000; 2182 int rate_grace = 2000;
2392 const int max_hp = 1; 2183 const int max_hp = 1;
2393 const int max_sp = 1; 2184 const int max_sp = 1;
2394 const int max_grace = 1; 2185 const int max_grace = 1;
2395 2186
2396 if (op->contr->outputs_sync) 2187 if (op->contr->hidden)
2397 { 2188 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2189 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2190 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2191 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2192 * alternate it here for it to work correctly.
2193 */
2194 if (pticks & 2)
2195 op->invisible--;
2402 } 2196 }
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2198 {
2199 if (!op->invisible--)
2200 {
2201 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2203 }
2204 }
2403 2205
2404 if(op->contr->state==ST_PLAYING) { 2206 if (op->contr->ns->state == ST_PLAYING)
2405 2207 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2209 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2210 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2211 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2212 else
2213 {
2411 gen_hp = op->stats.maxhp; 2214 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2215 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2216 }
2217
2414 if(op->contr->gen_sp >= 0 ) 2218 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2219 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2220 else
2221 {
2417 gen_sp = op->stats.maxsp; 2222 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2223 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2224 }
2225
2420 if(op->contr->gen_grace >= 0) 2226 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2228 else
2229 {
2423 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2232 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2233
2461 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2463 if(--op->last_grace<0) { 2236 if (--op->last_grace < 0)
2237 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2238 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2239 op->stats.grace++; /* no penalty in food for regaining grace */
2240
2466 if(max_grace>1) { 2241 if (max_grace > 1)
2242 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2243 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2244 if (over_grace > 0)
2245 {
2469 op->stats.sp += over_grace 2246 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2247 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2248 op->last_grace = 0;
2249 }
2472 } else { 2250 else
2251 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2252 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2253 }
2474 } 2254 }
2475 } else { 2255 else
2256 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2258 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2260 }
2494 } 2261
2495 if(max_hp>1) { 2262 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2263 {
2504 } else { 2264 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2265 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2266 {
2507 } 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2268
2509 /* Digestion */ 2269 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2270 {
2511#ifdef COZY_SERVER 2271 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2272
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2273 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 break; 2275 {
2276 op->stats.food--;
2277
2278 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion;
2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2281 op->stats.food = last_food;
2282 }
2539 } 2283 }
2284
2285 if (max_sp > 1)
2286 {
2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2305 }
2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2314 {
2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2340 }
2341 else
2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2343 }
2344 }
2345
2346 /* Digestion */
2347 if (--op->last_eat < 0)
2348 {
2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2351
2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2353
2354 /* dms do not consume food */
2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2356 op->stats.food--;
2357 }
2358
2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2360 {
2361 object *flesh = 0;
2362
2363 for_inv_removable (op, tmp)
2364 {
2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2369 {
2370 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0);
2373
2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2375 break;
2376 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2377 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2378 flesh = tmp;
2542 } /* end of for loop */ 2379 }
2380
2543 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2382 * eat flesh instead.
2545 */ 2383 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2385 {
2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2548 manual_apply(op,flesh,0); 2388 manual_apply (op, flesh, 0);
2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2549 } 2398 {
2550 } /* end if player is starving */ 2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2551 2401
2552 while(op->stats.food<0&&op->stats.hp>0) 2402 if (op->stats.hp < 0)
2553 op->stats.food++,op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2554 2408
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2409 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2411 kill_player (op);
2412 }
2557} 2413}
2558
2559
2560 2414
2561/* If the player should die (lack of hp, food, etc), we call this. 2415/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2416 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2417 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2418 * file.
2565 */ 2419 */
2420void
2566void kill_player(object *op) 2421kill_player (object *op)
2567{ 2422{
2568 char buf[MAX_BUF];
2569 int x, y; 2423 int x, y;
2570 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2424 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; 2425 int will_kill_again;
2578 archetype *at; 2426 archetype *at;
2579 object *tmp; 2427 object *tmp;
2580 2428
2581 if(save_life(op)) 2429 if (save_life (op))
2582 return; 2430 return;
2583 2431
2432 dynbuf_text deathtab;
2584 2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2469
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* 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. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2473 */
2589 if (op_on_battleground(op, &x, &y)) { 2474 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2475 {
2591 "You have been defeated in combat!"); 2476 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 2477
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 */ 2478 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2618 if (tmp != NULL) 2480
2619 { 2481 tmp->name = format ("%s's finger" , &op->name);
2620 sprintf(buf,"%s's finger", &op->name); 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2621 tmp->name = buf; 2483 tmp->msg = format (
2622 sprintf(buf," This finger has been cut off %s\n" 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2485 &op->name, op->contr->title,
2624 &op->name, op->contr->title, (int)(op->level), 2486 (int)op->level,
2625 op->contr->killer); 2487 op->contr->killer_name ()
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 }
2632 2488 );
2489 tmp->value = 0, tmp->type = 0;
2490 tmp->material = name_to_material (shstr_organic);
2491 tmp->insert_at (op, tmp);
2492
2633 /* teleport defeated player to new destination*/ 2493 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2498 return;
2637 } 2499 }
2638 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2639 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2640 2505
2641 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2642 2507
2643 if(op->stats.food<0) { 2508 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 2509
2664 /* save the map location for corpse, gravestone*/ 2510 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2511 x = op->x;
2512 y = op->y;
2513 map = op->map;
2666 2514
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2515 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2516 * 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. 2517 * See the config.h file for a little more in depth detail about this.
2672 */ 2518 */
2673 2519
2674 /* Basically two ways to go - remove a stat permanently, or just 2520 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2521 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2522 * of death.
2677 */ 2523 */
2678#ifndef COZY_SERVER 2524#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2525 if (settings.balanced_stat_loss)
2526 {
2680 /* If stat loss is permanent, lose one stat only. */ 2527 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2528 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2529 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2530 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2531 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2532 little bit harder. */
2686 /* GD */ 2533 /* GD */
2687 if (settings.stat_loss_on_death) 2534 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; 2535 num_stats_lose = 1;
2693 } 2536 else
2537 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2538 }
2539 else
2540 num_stats_lose = 1;
2541
2694 lost_a_stat = 0; 2542 lost_a_stat = 0;
2695 2543
2696 for (z=0; z<num_stats_lose; z++) { 2544 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2545 {
2546 i = rndm (NUM_STATS);
2698 2547
2699 if (settings.stat_loss_on_death) { 2548 if (settings.stat_loss_on_death)
2549 {
2700 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2551 * what he lost.
2702 */ 2552 */
2703 change_attr_value(&(op->stats), i,-1); 2553 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2554 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2555 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2556 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2557 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2558 lost_a_stat = 1;
2709 } else { 2559 }
2560 else
2561 {
2710 /* deplete a stat */ 2562 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2564 object *dep;
2565
2566 dep = present_arch_in_ob (deparch, op);
2567 if (!dep)
2713 2568 {
2714 dep = present_arch_in_ob(deparch,op); 2569 dep = deparch->instance ();
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op); 2570 insert_ob_in_ob (dep, op);
2718 } 2571 }
2719 lose_this_stat = 1; 2572 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2573 if (settings.balanced_stat_loss)
2574 {
2721 /* GD */ 2575 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2576 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2577 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2578 if (this_stat < 0)
2579 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2580 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2581 int keep_chance = this_stat * this_stat;
2582
2727 /* Yes, I am paranoid. Sue me. */ 2583 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2584 if (keep_chance < 1)
2729 keep_chance = 1; 2585 keep_chance = 1;
2730 2586
2731 /* There is a maximum depletion total per level. */ 2587 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2588 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2589 {
2733 lose_this_stat = 0; 2590 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2591 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2592 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 } 2593 }
2745 } 2594 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 */ 2595 {
2755 if (this_stat>=-50) { 2596 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; 2597 lose_this_stat = 0;
2598 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2599 this_stat, keep_chance, loss_chance,
2600 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2601 }
2762 } 2602 }
2763 } 2603 }
2764 } 2604
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2605 if (lose_this_stat)
2767 { 2606 {
2768 /* determine_god() seems to not work sometimes... why is this? 2607 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2608 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2609 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2610 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2611 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2612 * difference.
2774 " you.", god); 2613 */
2614 if (this_stat >= -50)
2775 else 2615 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2616 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2617 SET_FLAG (dep, FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats ();
2620 lost_a_stat = 1;
2621 }
2778 } 2622 }
2623 }
2624 }
2625
2626 /* If no stat lost, tell the player. */
2627 if (!lost_a_stat)
2628 {
2629 /* determine_god() seems to not work sometimes... why is this?
2630 Should I be using something else? GD */
2631 shstr_tmp god = determine_god (op);
2632
2633 if (god != shstr_none)
2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2635 else
2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2637 }
2638#else
2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2779#endif 2640#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 2641
2783 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2643 * exp loss on the stone.
2785 */ 2644 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2646 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2649 &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; 2650 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2652
2798 /**************************************/ 2653 /**************************************/
2799 /* */ 2654 /* */
2800 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2656 /* */
2804 /**************************************/ 2657 /**************************************/
2805 2658
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)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2660 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 2661
2832 /* 2662 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2663 * 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 2664 * and put them back in the map.
2835 * in the map. 2665 */
2836 */ 2666 op->drop_unpaid_items ();
2837 2667
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2668 /****************************************/
2842 /* */ 2669 /* */
2843 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2845 /* */ 2672 /* */
2846 /****************************************/ 2673 /****************************************/
2847 2674
2848 enter_player_savebed(op); 2675 enter_player_savebed (op);
2849 2676
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2677 op->contr->braced = 0;
2854 save_player(op,1);
2855 2678
2856 /* it is possible that the player has blown something up 2679 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2680 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2681 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2682 * on the space that might harm the player.
2860 */ 2683 */
2861 will_kill_again=0; 2684 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2685 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2686 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2687 will_kill_again |= tmp->attacktype;
2865 } 2688
2866 if (will_kill_again) { 2689 if (will_kill_again)
2690 {
2867 object *force; 2691 object *force;
2868 int at; 2692 int at;
2869 2693
2870 force=get_archetype(FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2696 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2697 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2699 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2701 force->resist[at] = 100;
2702
2703 insert_ob_in_ob (force, op);
2704 op->update_stats ();
2705 }
2706
2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2708}
2709
2710static void
2711loot_object (object *op)
2712{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next;
2714
2715 op->close_container (); /* close open sack first */
2716
2717 for (tmp = op->inv; tmp; tmp = next)
2718 {
2719 next = tmp->below;
2720
2721 if (tmp->invisible)
2722 continue;
2723
2724 tmp->remove ();
2725 tmp->x = op->x, tmp->y = op->y;
2726
2727 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */
2729
2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2731 {
2732 if (tmp->nrof > 1)
2733 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2736 }
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 { 2737 else
2937 delete_character(op->name,1); 2738 tmp->destroy ();
2938 } 2739 }
2939 } 2740 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); 2741 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 } 2742 }
2981} 2743}
2982 2744
2983/* 2745/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2748 * was changed.
2987 */ 2749 */
2750void
2751fix_weight ()
2752{
2753 for_all_players (pl)
2754 {
2755 sint32 old = pl->ob->carrying;
2988 2756
2989void fix_weight(void) { 2757 pl->ob->update_weight ();
2990 player *pl; 2758
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2759 if (old != pl->ob->carrying)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2760 {
2993 if(old == sum) 2761 pl->ob->update_stats ();
2994 continue; 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2995 fix_player(pl->ob); 2763 }
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 } 2764 }
2999} 2765}
3000 2766
3001void fix_luck(void) { 2767void
3002 player *pl; 2768fix_luck ()
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2769{
2770 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2771 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2772 pl->ob->change_luck (0);
3006} 2773}
3007
3008 2774
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2775/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2776 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2777 * just treat this as any other spell casting object.
3012 */ 2778 */
3013
3014void 2779void
3015cast_dust (object * op, object * throw_ob, int dir) 2780cast_dust (object *op, object *throw_ob, int dir)
3016{ 2781{
3017 object *skop, *spob; 2782 object *skop, *spob;
3018 2783
3019 skop = find_skill_by_name (op, throw_ob->skill); 2784 skop = find_skill_by_name (op, throw_ob->skill);
3020 2785
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2786 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2787 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2788 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2789 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 2790 return;
3027 } 2791 }
3028 2792
3029 spob = throw_ob->inv; 2793 spob = throw_ob->inv;
3030 2794
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2795 // 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 2796 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 2797 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2798 if (!spob)
3035 { 2799 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2800 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; 2801 return;
3039 } 2802 }
3040 2803
3041 if (op->type == PLAYER) 2804 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2805 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 2806
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2807 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2808
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2809 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2810}
3050 2811
2812void
3051void make_visible (object *op) { 2813make_visible (object *op)
3052 op->hide = 0; 2814{
2815 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2816 op->invisible = 0;
2817
3054 if(op->type==PLAYER) { 2818 if (op->type == PLAYER)
2819 {
3055 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3057 } 2822 }
2823
3058 update_object(op,UP_OBJ_FACE); 2824 update_object (op, UP_OBJ_CHANGE);
3059} 2825}
3060 2826
2827int
3061int is_true_undead(object *op) { 2828is_true_undead (object *op)
3062 object *tmp=NULL; 2829{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2831 return 1;
3065 2832
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; 2833 return 0;
3071} 2834}
3072 2835
3073/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2838 * indicate greater hideability.
3076 */ 2839 */
3077 2840int
3078int hideability(object *ob) { 2841hideability (object *ob)
2842{
3079 int i,level=0, mflag; 2843 int i, level = 0, mflag;
3080 sint16 x,y; 2844 sint16 x, y;
3081 2845
3082 if(!ob||!ob->map) return 0; 2846 if (!ob || !ob->map)
2847 return 0;
3083 2848
3084 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3086 2851
3087 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2855 if (ob->has_carried_lights ())
2856 level = -(10 + (2 * ob->map->darklevel ()));
3091 2857
3092 /* scan through all nearby squares for terrain to hide in */ 2858 /* 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]) { 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2862 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2864 if (mflag & P_OUT_OF_MAP)
2865 continue;
2866
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2868 level += 2;
3098 else /* open terrain! */ 2869 else /* open terrain! */
3099 level -= 1; 2870 level -= 1;
3100 } 2871 }
3101 2872
3102#if 0 2873#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2874 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2875#endif
3105 return level; 2876 return level;
3106} 2877}
3107 2878
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2883 */
3113 2884void
3114void do_hidden_move (object *op) { 2885do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2886{
3116 object *skop; 2887 int hide = 0;
3117 2888
3118 if(!op || !op->map) return; 2889 if (!op || !op->map)
2890 return;
3119 2891
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2894
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2896 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2897 if (!skop || num >= skop->level)
2898 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2899 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); 2900 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2901 return;
3136 "You moved out of hiding! You are visible!");
3137 } 2902 }
2903 else
2904 num += 20;
2905
2906 num += op->map->difficulty;
2907 hide = hideability (op); /* modify by terrain hidden level */
2908 num -= hide;
2909
2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2911 {
2912 make_visible (op);
2913
2914 if (op->type == PLAYER)
2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2916 }
3138 else if (op->type == PLAYER && skop) { 2917 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 2919}
3142 2920
3143/* determine if who is standing near a hostile creature. */ 2921/* determine if who is standing near a hostile creature. */
3144 2922
2923int
3145int stand_near_hostile( object *who ) { 2924stand_near_hostile (object *who)
2925{
3146 object *tmp=NULL; 2926 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2927 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2928 maptile *m;
3149 sint16 x,y; 2929 sint16 x, y;
3150 2930
3151 if(!who) return 0; 2931 if (!who)
2932 return 0;
3152 2933
3153 if(who->type==PLAYER) player=1; 2934 if (who->type == PLAYER)
2935 player = 1;
2936
2937 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 2939
3156 /* search adjacent squares */ 2940 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 2941 for (i = 1; i < 9; i++)
2942 {
3158 x = who->x+freearr_x[i]; 2943 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 2944 y = who->y + freearr_y[i];
3160 m = who->map; 2945 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 2946 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 2947 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 2948 * blocked, don't need to check this space.
3164 */ 2949 */
3165 if (mflags & P_OUT_OF_MAP) continue; 2950 if (mflags & P_OUT_OF_MAP)
2951 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2952 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 2953 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2954
3169 if((player||friendly) 2955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2956 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2957 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2958 return 1;
2959 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 2963 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 } 2964 }
3178 } 2965 }
3179 } 2966 }
3180 return 0; 2967 return 0;
3181} 2968}
3182 2969
3183/* check the player los field for viewability of the 2970/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2978 * 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. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2980 * -b.t.
3194 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3195 */ 2982 */
3196 2983int
3197int player_can_view (object *pl,object *op) { 2984player_can_view (object *pl, object *op)
2985{
3198 rv_vector rv; 2986 rv_vector rv;
3199 int dx,dy; 2987 int dx, dy;
3200 2988
3201 if(pl->type!=PLAYER) { 2989 if (pl->type != PLAYER)
2990 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 2991 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 2992 return -1;
3204 } 2993 }
3205 if (!pl || !op) return 0;
3206 2994
3207 if(op->head) { op = op->head; } 2995 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; 2996 return 0;
3231}
3232 2997
3233/* routine for both players and monsters. We call this when 2998 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 2999
3235 * place or invisiblity spell. Artefact invisiblity is not 3000 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 3001
3237 * return 0. 3002 /* starting with the 'head' part, lets loop
3003 * through the object and find if it has any
3004 * part that is in the los array but isn't on
3005 * a blocked los square.
3006 * we use the archetype to figure out offsets.
3238 */ 3007 */
3239int action_makes_visible (object *op) { 3008 while (op)
3009 {
3010 dx = rv.distance_x + op->arch->x;
3011 dy = rv.distance_y + op->arch->y;
3240 3012
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3013 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; 3014 return 1;
3251 } 3015
3016 op = op->more;
3252 } 3017 }
3018
3253 return 0; 3019 return 0;
3254} 3020}
3255 3021
3256/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3024 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3025 * -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 3026 * 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 3027 * 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 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3029 */
3030int
3264int op_on_battleground (object *op, int *x, int *y) { 3031op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3032{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3033 /* 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), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3042 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3044 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3048 /* before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 object *invtmp; 3050 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3052 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3054 {
3284 if (x != NULL && y != NULL) 3055 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3286 return 1; 3058 return 1;
3059 }
3287 } 3060 }
3288 } 3061 }
3289 } 3062
3290 if (x != NULL && y != NULL) 3063 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3292 return 1; 3066 return 1;
3067 }
3293 } 3068 }
3294 }
3295 } 3069 }
3070
3296 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3297 return 0; 3072 return 0;
3298} 3073}
3299 3074
3300/* 3075/*
3304 * attributes: 3079 * attributes:
3305 * object *who the dragon player 3080 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3081 * int atnr the attack-number of the ability focus
3307 * int level ability level 3082 * int level ability level
3308 */ 3083 */
3084void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3085dragon_ability_gain (object *who, int atnr, int level)
3086{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3087 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3088 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3089 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3090 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3092 int i = 0, j = 0;
3316 3093
3317 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3103
3327 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3105 return;
3106
3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3108
3109 if (!tr || !tr->item)
3110 {
3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3112 return;
3113 }
3114
3115 /* everything seems okay - now bring on the gift: */
3116 item = tr->item;
3117
3118 if (item->type == SPELL)
3119 {
3120 if (check_spell_known (who, item->name))
3328 return; 3121 return;
3329 3122
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3123 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3124 do_learn_spell (who, item, 0);
3332 3125 return;
3333 if (tr == NULL || tr->item == NULL) { 3126 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3127
3128 /* grant direct spell */
3129 if (item->type == SPELLBOOK)
3130 {
3131 if (!item->inv)
3132 {
3133 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3134 return;
3135 }
3136 if (check_spell_known (who, item->inv->name))
3335 return; 3137 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) { 3138 if (item->invisible)
3139 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3140 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); 3141 do_learn_spell (who, item->inv, 0);
3361 return; 3142 return;
3362 } 3143 }
3363 } 3144 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3145 else if (item->type == SKILL_TOOL && item->invisible)
3146 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3147 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3148 {
3366 3149
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3150 /* 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 3151 * 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, 3152 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3153 * but not all of them, he gets nothing.
3371 */ 3154 */
3372 if (!(skop->attacktype & item->attacktype)) { 3155 if (!(skop->attacktype & item->attacktype))
3156 {
3373 /* Give new attacktype */ 3157 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3158 skop->attacktype |= item->attacktype;
3375 3159
3376 /* always add physical if there's none */ 3160 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3161 skop->attacktype |= AT_PHYSICAL;
3378 3162
3379 if (item->msg != NULL) 3163 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3164 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3165
3382 /* Give player new face */ 3166 /* Give player new face */
3383 if (item->animation_id) { 3167 if (item->animation_id)
3168 {
3384 who->face = skop->face; 3169 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3170 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3171 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3172 who->last_anim = 0;
3388 who->state = 0; 3173 who->state = 0;
3389 animate_object(who, who->direction); 3174 animate_object (who, who->direction);
3390 } 3175 }
3391 } 3176 }
3392 } 3177 }
3393 } 3178 }
3394 else if (item->type == FORCE) { 3179 else if (item->type == FORCE)
3180 {
3395 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3182 object *skin;
3183
3397 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3186 ;
3400 if (skin == NULL) return; 3187
3401 3188 if (!skin)
3189 return;
3190
3402 /* adding new spellpath attunements */ 3191 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3192 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3193 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3194 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3195
3406 /* print message */ 3196 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3197 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3198 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3199 {
3409 if(item->path_attuned & (1<<i)) { 3200 if (item->path_attuned & (1 << i))
3201 {
3410 if (j) 3202 if (j)
3411 strcat(buf," and "); 3203 strcat (buf, " and ");
3412 else 3204 else
3413 j = 1; 3205 j = 1;
3414 strcat(buf, spellpathnames[i]); 3206 strcat (buf, spellpathnames[i]);
3415 } 3207 }
3416 } 3208 }
3417 strcat(buf,"."); 3209 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3211 }
3420 3212
3421 /* evtl. adding flags: */ 3213 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3214 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3215 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3216 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3217 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3219 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3220
3429 /* print message if there is one */ 3221 /* print message if there is one */
3430 if (item->msg != NULL) 3222 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 }
3225 else
3432 } 3226 {
3433 else {
3434 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3229 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); 3230 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3231 }
3441} 3232}
3442 3233
3443/** 3234/**
3444 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3236 * not readied.
3446 */ 3237 */
3238void
3447void player_unready_range_ob(player *pl, object *ob) { 3239player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3449 3243
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3244 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3245 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3246
3453 if (pl->shoottype == i) { 3247 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3248 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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