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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 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 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = new player; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 /* This adds the player in the linked list. There is extra 81 players.erase (this);
210 * complexity here because we want to add the new player at the 82}
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222 83
223 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
224 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
225 116
226 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
227 * for next and socket. 118 if (tmp->type == FORCE)
228 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
230 p->attachable_init (); //HACK 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
231 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
232 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 212 * we deal with that below this point.
234 */ 213 */
235 p->party=NULL; 214 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 217
241#ifdef AUTOSAVE
242 p->last_save_tick = 9999999;
243#endif
244
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
246
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 219
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10; 220 gen_sp_armour = 10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal; 221 bowtype = bow_normal;
264 p->petmode=pet_normal; 222 petmode = pet_normal;
265 p->listening=10;
266 p->usekeys=containers; 223 usekeys = containers;
267 p->last_weapon_sp= -1; 224 peaceful = 1; /* default peaceful */
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1; 225 do_los = 1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272 226
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 227 weapon_sp = 1.0f;
274 p->title[sizeof(p->title)-1] = '\0'; 228 weapon_sp_left = 0.5f;
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 229}
298 230
299 231void
300/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
301static void set_first_map(object *op)
302{ 233{
303 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
304 op->x = -1;
305 op->y = -1;
306 enter_exit(op, NULL);
307}
308 235
309/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313 237
314int add_player(NewSocket *ns) { 238 if (ob)
315 player *p; 239 ob->destroy ();
316 240
317 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
318 p->socket = *ns; 242}
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob);
329 243
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
331 add_friendly_object(p->ob); 245{
332 send_rules(p->ob); 246 /* Clear item stack */
333 send_news(p->ob); 247 free (stack_items);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0;
337} 248}
338 249
339/* 250/*
340 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
343 */ 254 */
255static archetype *
344archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
345{ 257{
346 archetype *start = at; 258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
347 for (;;) { 266 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 267 {
359} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
360 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
361 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
362object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
363 object *op = NULL; 301 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 302 objectlink *ol;
366 unsigned lastdist; 303 unsigned lastdist;
367 rv_vector rv; 304 rv_vector rv;
368 305
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 307 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 309 continue;
396 310
397 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
312 {
398 op=ol->ob; 313 op = ol->ob;
399 lastdist=rv.distance; 314 lastdist = rv.distance;
400 } 315 }
401 } 316 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 317
318 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 319 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 320 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 321 {
410 } 322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
411#if 0 326#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 328#endif
414 return op; 329 return op;
415} 330}
416 331
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 333 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 350 * is probably not a good thing.
436 */ 351 */
437#define MAX_SPACES 50 352#define MAX_SPACES 50
438
439 353
440/* 354/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 373 * is blocking itself.
460 */ 374 */
375int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
462 rv_vector rv; 378 rv_vector rv;
463 sint16 x,y; 379 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 380 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 381 maptile *m, *lastmap;
466 382
467 get_rangevector(mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
468 384
469 if (rv.distance<mindiff) return 0; 385 if (rv.distance < mindiff)
386 return 0;
470 387
471 x=mon->x; 388 x = mon->x;
472 y=mon->y; 389 y = mon->y;
473 m=mon->map; 390 m = mon->map;
474 dir = rv.direction; 391 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
477 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 396 if (diff > max)
397 return 0;
398
479 while (diff >1 && max>0) { 399 while (diff > 1 && max > 0)
400 {
480 lastx = x; 401 lastx = x;
481 lasty = y; 402 lasty = y;
482 lastmap = m; 403 lastmap = m;
483 x = lastx + freearr_x[dir]; 404 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 405 y = lasty + freearr_y[dir];
485 406
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 407 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 409
489 /* Space is blocked - try changing direction a little */ 410 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 412 && (m == mon->map && blocked_link (mon, m, x, y))))
413 {
492 /* recalculate direction from last good location. Possible 414 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 415 * we were not traversing ideal location before.
494 */ 416 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 418 if (rv.direction != dir)
419 {
497 /* OK - says direction should be different - lets reset the 420 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 421 * the values so it will try again.
499 */ 422 */
500 x = lastx; 423 x = lastx;
501 y = lasty; 424 y = lasty;
502 m = lastmap; 425 m = lastmap;
503 dir = firstdir = rv.direction; 426 dir = firstdir = rv.direction;
427 }
504 } else { 428 else
429 {
505 /* direct path is blocked - try taking a side step to 430 /* direct path is blocked - try taking a side step to
506 * either the left or right. 431 * either the left or right.
507 * Note increase the values in the loop below to be 432 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 433 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 434 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 435 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 436 * stepping back and forth
512 */ 437 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 {
440 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 441 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 442 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 443 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 444 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 445 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 446 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 447 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 448 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 449 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 450 * the last direction the creature has successfully
524 * moved. 451 * moved.
525 */ 452 */
526 453
527 x = lastx + freearr_x[absdir(lastdir+i)]; 454 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 455 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 456 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 457 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 458 if (mflags & P_OUT_OF_MAP)
459 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 460 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 461 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
462 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 463 if (mflags & P_BLOCKSVIEW)
464 continue;
535 465
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 466 if (m == mon->map && blocked_link (mon, m, x, y))
467 break;
537 } 468 }
538 /* go through entire loop without finding a valid 469 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 470 * sidestep to take - thus, no valid path.
540 */ 471 */
541 if (i==(DETOUR_AMOUNT+1)) 472 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 473 return 0;
543 diff--; 474 diff--;
544 lastdir=dir; 475 lastdir = dir;
545 max--; 476 max--;
546 if (!firstdir) firstdir = dir+i; 477 if (!firstdir)
478 firstdir = dir + i;
547 } /* else check alternate directions */ 479 } /* else check alternate directions */
548 } /* if blocked */ 480 } /* if blocked */
549 else { 481 else
482 {
550 /* we moved towards creature, so diff is less */ 483 /* we moved towards creature, so diff is less */
551 diff--; 484 diff--;
552 max--; 485 max--;
553 lastdir=dir; 486 lastdir = dir;
487 if (!firstdir)
554 if (!firstdir) firstdir = dir; 488 firstdir = dir;
489 }
490
491 if (diff <= 1)
555 } 492 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 494 * headed toward player for entire distance.
559 */ 495 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 498 }
563 if (diff>max) return 0; 499
500 if (diff > max)
501 return 0;
564 } 502 }
503
565 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 505 if (!max)
506 return 0;
567 507
568 return firstdir; 508 return firstdir;
569} 509}
570 510
511void
571void give_initial_items(object *pl,treasurelist *items) { 512give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 513{
573
574 if(pl->randomitems!=NULL) 514 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 516
577 for (op=pl->inv; op; op=next) { 517 for (object *next, *op = pl->inv; op; op = next)
518 {
578 next = op->below; 519 next = op->below;
579 520
580 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 523 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 525 SET_FLAG (op, FLAG_APPLIED);
585 526
586 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 528 * by this player due to race restrictions
588 */ 529 */
589 if (pl->type == PLAYER) { 530 if (pl->type == PLAYER)
531 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
591 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 537 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 539 {
600 } 540 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 541 continue;
620 } 542 }
621 if (op->nrof > 1) op->nrof = 1; 543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by bad treasurelists. - elmex
548 */
549 if (op->type == SKILL)
622 } 550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 LOG (llevError,
556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
557 break;
558 }
623 559
560 if (op->nrof > 1)
561 op->nrof = 1;
562 }
563
624 if (op->type == SPELLBOOK && op->inv) { 564 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 }
627 566
628 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 569 * merged properly.
631 */ 570 */
632 if (need_identify(op)) { 571 if (need_identify (op))
572 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
576 }
577
578 if (op->type == SPELL)
636 } 579 {
637 if(op->type==SPELL) { 580 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 581 continue;
582 }
583 else if (op->type == SKILL)
641 } 584 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 586 op->stats.exp = 0;
645 op->level = 1; 587 op->level = 1;
646 } 588 }
647 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
650 592
651 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
652 link_player_skills(pl); 594 pl->contr->link_skills ();
653} 595}
654 596
655void get_name(object *op) { 597void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 598get_party_password (object *op, partylist *party)
599{
728 if (party == NULL) { 600 if (party == NULL)
601 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 602 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 603 return;
731 } 604 }
605
732 op->contr->write_buf[0]='\0'; 606 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 607 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 608 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 610}
737
738 611
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740int roll_stat(void) { 613static int
614roll_stat ()
615{
741 int a[4],i,j,k; 616 int a[4], i, j, k;
742 617
743 for(i=0;i<4;i++) 618 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 619 a[i] = (int) rndm (6) + 1;
745 620
746 for(i=0,j=0,k=7;i<4;i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 622 if (a[i] < k)
748 k=a[i],j=i; 623 k = a[i], j = i;
749 624
750 for(i=0,k=0;i<4;i++) { 625 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 626 if (i != j)
752 k+=a[i]; 627 k += a[i];
753 } 628
754 return k; 629 return k;
755} 630}
756 631
757void roll_stats(object *op) { 632void
633object::roll_stats ()
634{
635 int statsort [NUM_STATS];
636
637 for (;;)
638 {
758 int sum=0; 639 int sum = 0;
759 int i = 0, j = 0; 640 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 641 sum += statsort [i] = roll_stat ();
761 642
762 do { 643 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 644 break;
764 op->stats.Dex=roll_stat(); 645 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 646
775 /* Sort the stats so that rerolling is easier... */ 647 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 649
784 /* a quick and dirty bubblesort? */ 650 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 652
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 653 stats.exp = 0;
815 op->stats.ac=0; 654 stats.ac = 0;
816 655
656 stats.hp = stats.maxhp;
657 stats.sp = stats.maxsp;
658 stats.grace = stats.maxgrace;
659
660 if (contr)
661 {
817 op->contr->levhp[1] = 9; 662 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 663 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 664 contr->levgrace[1] = 3;
820 665
821 fix_player(op); 666 contr->orig_stats = stats;
667 }
668}
669
670void
671object::swap_stats (int a, int b)
672{
673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
674
675 for (int i = 0; i < NUM_STATS; ++i)
676 stats.stat (i) = contr->orig_stats.stat (i);
677
678 //TODO: the following code looks so borked and should, at the very least,
679 // be merged with the similar code in roll_stats
680 stats.ac = 0;
681
682 level = 1;
683 stats.exp = 0;
684 stats.ac = 0;
685
822 op->stats.hp = op->stats.maxhp; 686 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 687 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 688 stats.grace = stats.maxgrace;
689
690 if (contr)
691 {
692 contr->levhp[1] = 9;
693 contr->levsp[1] = 6;
694 contr->levgrace[1] = 3;
695
825 op->contr->orig_stats=op->stats; 696 contr->orig_stats = stats;
697 }
826} 698}
827 699
828void Roll_Again(object *op) 700static void
701start_info (object *op)
829{ 702{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
838 704
839 if ( op->contr->Swap_First == -1 ) { 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 707}
947 708
948/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
952 * not the class. 713 * not the class.
953 */ 714 */
954 715void
955int key_change_class(object *op, char key) 716player::chargen_race_done ()
956{ 717{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 719 esrv_new_player (ob->contr);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 720
721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
722 if (tl)
723 create_treasure (tl, ob, 0, 0, 0);
724
971 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
973 727
974 op->contr->state=ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
975 729
976 if (op->msg) 730 if (ob->msg)
977 op->msg=NULL; 731 ob->msg = 0;
978 732
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 733 start_info (ob);
989 CLEAR_FLAG(op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 735 give_initial_items (ob, ob->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op); 736 esrv_send_inventory (ob, ob);
993 fix_player(op); 737 ob->update_stats ();
994 738
995 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
996 * is one for this race 740 * is one for this race
997 */ 741 */
998 if(*first_map_ext_path) { 742 if (*first_map_ext_path)
999 object *tmp; 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1000 mapstruct *oldmap = op->map; 744 else
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 746}
1015 return 0;
1016 }
1017 747
748void
749player::chargen_race_next ()
750{
1018 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
1020 */ 753 */
1021 754
1022 tmp_loop = 0; 755 do
1023 while(!tmp_loop) { 756 {
1024 shstr name = op->name; 757 shstr name = ob->name;
1025 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
759
1026 remove_statbonus(op); 760 ob->remove_statbonus ();
1027 remove_ob (op); 761 ob->remove ();
1028 op->arch = get_player_archetype(op->arch); 762 ob->arch = get_player_archetype (ob->arch);
1029 copy_object (&op->arch->clone, op); 763 ob->arch->copy_to (ob);
1030 op->instantiate (); 764 ob->instantiate ();
1031 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
1032 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
1033 op->x = x; 767 ob->x = x;
1034 op->y = y; 768 ob->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 771 assign (ob->contr->title, ob->arch->object::name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 772 ob->add_statbonus ();
1040 tmp_loop=allowed_class(op);
1041 } 773 }
774 while (!allowed_class (ob));
775
1042 update_object(op,UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 777 esrv_update_item (UPD_FACE, ob, ob);
1044 fix_player(op); 778 ob->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
1047 op->stats.grace=0; 781 ob->stats.grace = 0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052} 782}
1053 783
1054int key_confirm_quit(object *op, char key) 784static void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 785flee_player (object *op)
786{
1100 int dir,diff; 787 int dir, diff;
1101 rv_vector rv; 788 rv_vector rv;
1102 789
1103 if(op->stats.hp < 0) { 790 if (op->stats.hp < 0)
791 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
794 return;
795 }
796
797 if (!op->enemy)
798 {
799 LOG (llevDebug, "Fleeing player had no enemy.\n");
800 CLEAR_FLAG (op, FLAG_SCARED);
801 return;
802 }
803
804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
805 {
806 op->enemy = NULL;
807 CLEAR_FLAG (op, FLAG_SCARED);
808 return;
809 }
810
811 get_rangevector (op, op->enemy, &rv, 0);
812
813 dir = absdir (4 + rv.direction);
814 for (diff = 0; diff < 3; diff++)
815 {
816 int m = 1 - rndm (2) * 2;
817
818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1106 return; 819 return;
1107 } 820 }
1108 821
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 824 op->enemy = NULL;
1143} 825}
1144
1145 826
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 829 * stop.
1149 */ 830 */
831int
1150int check_pick(object *op) { 832check_pick (object *op)
833{
1151 object *tmp, *next; 834 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 835 int stop = 0;
1154 int j, k, wvratio; 836 int wvratio;
1155 char putstring[128], tmpstr[16];
1156 837
1157
1158 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1160 return 1; 840 return 1;
1161 841
1162 op_tag = op->count;
1163
1164 next = op->below; 842 next = op->below;
1165 if (next) 843
1166 next_tag = next->count; 844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 846
1168 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 848 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 849 while (next && !next->destroyed ())
1171 { 850 {
1172 tmp = next; 851 tmp = next;
1173 next = tmp->below; 852 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 853
1177 if (was_destroyed (op, op_tag)) 854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
860 if (op->destroyed ())
1178 return 0; 861 return 0;
1179 862
1180 if ( ! can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1181 continue; 864 continue;
1182 865
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 867 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1187 continue; 871 continue;
1188 }
1189
1190 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) {
1192 switch (op->contr->mode) {
1193 case 0: return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp);
1195 return 1;
1196 case 2: pick_up (op, tmp);
1197 return 0;
1198 case 3: return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp);
1200 break;
1201 case 5: pick_up (op, tmp);
1202 stop = 1;
1203 break;
1204 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp);
1208 break;
1209
1210 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp);
1213 break;
1214
1215 default:
1216 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 872 }
1223 } 873
1224 else { /* old model */
1225 /* NEW pickup handling */ 874 /* pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
1227 { 876 {
1228 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL) 878 const char *str = tmp->name
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 879 ? format ("item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 881 : format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 }
1249 } 885 }
1250 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 886
1253#if 0 887 if (op->contr->mode & PU_INHIBIT)
1254 /* print the flags too */ 888 return 1;
1255 for(k=0;k<4;k++) 889
1256 { 890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 891 return 1;
1258 for(j=0;j<32;j++) 892
1259 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261 if(!((j+1)%4))fprintf(stderr," ");
1262 }
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif
1266 }
1267 /* philosophy: 893 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's 894 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups 895 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 896 * and selections, select-items should be used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for 897 * grab-as-you-run type mode that's really useful for arrows for
1272 * example. 898 * example.
1273 * The drawback: right now it has no frontend, so you need to 899 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then 900 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#> 901 * convert to decimal and then 'pickup <#>
1278 /* the first two modes are exclusive: if NOTHING we return, if 904 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 905 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 906 * meaning if any test passes, the item gets picked up. */
1281 907
1282 /* if mode is set to pick nothing up, return */ 908 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1; 909 if (op->contr->mode == PU_NOTHING)
910 return 1;
1285 911
1286 /* if mode is set to stop when encountering objects, return */ 912 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 913 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 914 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0; 915 if (op->contr->mode & PU_STOP)
916 return 0;
1291 917
1292 /* useful for going into stores and not losing your settings... */ 918 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while 919 /* and for battles wher you don't want to get loaded down while
1294 * fighting */ 920 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
1296 923
1297 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
1299 927
1300 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
1302 931
1303 /* all food and drink if desired */ 932 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 935 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
1308 if(op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1311 947
1312 if(op->contr->mode & PU_POTION) 948 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 949 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
1315 954
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 955 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 956 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 957 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1320 if(op->contr->mode & PU_SKILLSCROLL) 963 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 964 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
1323 if(op->contr->mode & PU_READABLES) 970 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1326 976
1327 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 979 if (tmp->type == WAND
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
1331 987
1332 /* pick up all magical items */ 988 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
1336 996
1337 if(op->contr->mode & PU_VALUABLES) 997 if (op->contr->mode & PU_VALUABLES)
1338 { 998 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 999 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1341 } 1004 }
1342 1005
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1008 if (tmp->type == RING
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1012 {
1013 CHK_PICK_PICKUP;
1014 continue;
1015 }
1016
1017 /* we don't forget dragon food */
1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1022 continue;
1023 }
1347 1024
1348 /* bows and arrows. Bows are good for selling! */ 1025 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1026 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1027 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1352 if(op->contr->mode & PU_ARROW) 1033 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1034 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1355 1039
1356 /* all kinds of armor etc. */ 1040 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1041 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1042 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1360 if(op->contr->mode & PU_HELMET) 1048 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1049 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1363 if(op->contr->mode & PU_SHIELD) 1055 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1056 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1366 if(op->contr->mode & PU_BOOTS) 1062 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1063 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1369 if(op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1372 if(op->contr->mode & PU_CLOAK) 1076 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1077 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1375 1082
1376 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1380 1090
1381 /* careful: chairs and tables are weapons! */ 1091 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1092 if (op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 } 1093 {
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1391 { 1100 }
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397 1101
1398 /* misc stuff that's useful */ 1102 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1103 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1402 1109
1403 /* any of the last 4 bits set means we use the ratio for value 1110 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */ 1111 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1112 if (op->contr->mode & PU_RATIO)
1406 { 1113 {
1407 /* use value density to decide what else to grab */ 1114 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1115 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits 1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1117 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1118 wvratio = op->contr->mode & PU_RATIO;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1413 { 1120 {
1414 pick_up(op, tmp);
1415#if 0 1121#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1123 if (tmp->name != NULL)
1124 {
1418 fprintf(stderr,"%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1419 } 1126 }
1127 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1421 fprintf(stderr,",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1423#endif 1131#endif
1132 CHK_PICK_PICKUP;
1424 continue; 1133 continue;
1425 } 1134 }
1135 } /* the new pickup model */
1426 } 1136 }
1427 } /* the new pickup model */ 1137
1428 }
1429 return ! stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1430} 1174}
1431 1175
1432/* 1176/*
1433 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1179 * found object is returned.
1436 */ 1180 */
1181static object *
1437object *find_arrow(object *op, const char *type) 1182find_arrow (object *op, const char *type)
1438{ 1183{
1439 object *tmp = NULL; 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1440 1187
1441 for(op=op->inv; op; op=op->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1190 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1191 {
1445 else if (op->type==ARROW && op->race==type) 1192 splay (tmp);
1446 return op; 1193 return arrow;
1194 }
1195
1447 return tmp; 1196 return 0;
1448} 1197}
1449 1198
1450/* 1199/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1204 */
1456 1205static object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1458{ 1207{
1459 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1461 1210
1462 if (!type) 1211 if (!type)
1463 return NULL; 1212 return NULL;
1464 1213
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1215 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1217 {
1468 i = 0; 1218 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1470 if (i > betterby) { 1221 if (i > betterby)
1222 {
1471 tmp = ntmp; 1223 tmp = ntmp;
1472 betterby = i; 1224 betterby = i;
1473 } 1225 }
1226 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1227 else if (arrow->type == ARROW && arrow->race == type)
1228 {
1475 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1230 if (target->race && arrow->slaying.contains (target->race))
1477 strstr(arrow->slaying, target->race)) { 1231 {
1478 if (arrow->attacktype & AT_DEATH) { 1232 if (arrow->attacktype & AT_DEATH)
1233 {
1479 *better = 100; 1234 *better = 100;
1480 return arrow; 1235 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1236 }
1485 } else { 1237 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1238 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1239 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1240 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1241 }
1502 } 1242 }
1243 else
1244 {
1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1246 {
1247 attacktype = 1 << attacknum;
1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1250 {
1251 tmp = arrow;
1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1253 }
1254 }
1255
1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1257 {
1258 tmp = arrow;
1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1260 }
1261
1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1263 {
1264 tmp = arrow;
1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1266 }
1503 } 1267 }
1268 }
1504 } 1269 }
1270
1505 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1272 return find_arrow (op, type);
1507 1273
1508 *better = betterby; 1274 *better = betterby;
1509 return tmp; 1275 return tmp;
1510} 1276}
1511 1277
1512/* looks in a given direction, finds the first valid target, and calls 1278/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1280 * op = the shooter
1515 * type = bow->race 1281 * type = bow->race
1516 * dir = fire direction 1282 * dir = fire direction
1517 */ 1283 */
1518 1284static object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1520{ 1286{
1521 object *tmp = NULL; 1287 object *tmp = NULL;
1522 mapstruct *m; 1288 maptile *m;
1523 int i, mflags, found, number; 1289 int i, mflags, found, number;
1524 sint16 x, y; 1290 sint16 x, y;
1525 1291
1526 if (op->map == NULL) 1292 if (op->map == NULL)
1527 return find_arrow(op, type); 1293 return find_arrow (op, type);
1528 1294
1529 /* do a dex check */ 1295 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1296 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1297 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1298 return find_arrow (op, type);
1533 1299
1534 m = op->map; 1300 m = op->map;
1535 x = op->x; 1301 x = op->x;
1536 y = op->y; 1302 y = op->y;
1537 1303
1538 /* find the first target */ 1304 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1305 for (i = 0, found = 0; i < 20; i++)
1306 {
1540 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1312 {
1544 tmp = NULL; 1313 tmp = 0;
1314 break;
1315 }
1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1317 {
1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1319 * perhaps a bad assumption.
1320 */
1321 tmp = 0;
1322 break;
1323 }
1324
1325 if (mflags & P_IS_ALIVE)
1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1545 break; 1328 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1329 }
1563 if (tmp == NULL) 1330
1331 if (!tmp)
1564 return find_arrow(op, type); 1332 return find_arrow (op, type);
1565 1333
1566 if (tmp->head) 1334 if (tmp->head)
1567 tmp = tmp->head; 1335 tmp = tmp->head;
1568 1336
1569 return find_better_arrow(op, tmp, type, &i); 1337 return find_better_arrow (op, tmp, type, &i);
1570} 1338}
1571 1339
1572/* 1340/*
1573 * Creature fires a bow - op can be monster or player. Returns 1341 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1342 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1345 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1346 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1347 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1348 * player fire modes.
1581 */ 1349 */
1350int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1352{
1585 object *left, *bow; 1353 object *left, *bow;
1586 tag_t left_tag, tag; 1354 int mflags;
1587 int bowspeed, mflags; 1355 maptile *m;
1588 mapstruct *m;
1589 1356
1590 if (!dir) { 1357 if (!dir)
1358 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1360 return 0;
1361 }
1362
1363 if (op->contr)
1364 bow = op->current_weapon;
1365 else
1593 } 1366 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1600 */ 1370 */
1601 if(bow->type==BOW) 1371 if (bow->type == BOW)
1602 break; 1372 break;
1603 1373
1604 if (!bow) { 1374 if (!bow)
1375 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1377 return 0;
1607 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1608 } 1382 }
1383
1609 if( !bow->race || !bow->skill) { 1384 if (!bow->race || !bow->skill)
1385 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1387 return 0;
1612 } 1388 }
1613 1389
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1390 if (arrow == NULL)
1391 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1393 {
1624 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1397 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1630 return 0; 1400 return 0;
1631 } 1401 }
1632 } 1402 }
1403
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1405 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1406 return 0;
1636 } 1407
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1408 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1409 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1411 return 0;
1640 } 1412 }
1641 1413
1642 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1415 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1416 {
1645 free_object(arrow); 1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1418 arrow->destroy ();
1646 return 0; 1419 return 0;
1647 } 1420 }
1648 1421
1649 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1423 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1424 if (!arrow)
1652 if (arrow == NULL) { 1425 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1427 return 0;
1655 } 1428 }
1656 set_owner(arrow, op); 1429
1430 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1432 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1433
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1437 arrow->custom_name = arrow->slaying;
1673 arrow->spellarg = strdup_local(arrow->slaying);
1674 1438
1675 /* Note that this was different for monsters - they got their level 1439#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1440 if (player *pl = op->contr)
1677 */
1678 1441 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1442 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1455
1683 /* update the speed */ 1456 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1458 + bow->stats.dam / 7.f;
1688 1459
1689 if (arrow->speed < 1.0) 1460 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1693 1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464
1694 if (op->type == PLAYER) { 1465 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1466 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1468 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1474 }
1475 else
1476 {
1705 arrow->level = op->level; 1477 arrow->level = op->level;
1706 } 1478 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1479
1708 arrow->attacktype |= bow->attacktype; 1480 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1481 arrow->slaying = bow->slaying;
1711 1482
1712 arrow->map = m; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1485
1486 wc -= arrow->level;
1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1492
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1494 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1495
1720 if (!was_destroyed(arrow, tag)) 1496 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1497 move_arrow (arrow);
1722 1498
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1499 return 1;
1730} 1500}
1731 1501
1732/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1503 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1507 * hence the function name.
1738 */ 1508 */
1509static int
1739int player_fire_bow(object *op, int dir) 1510player_fire_bow (object *op, int dir)
1740{ 1511{
1741 int ret=0, wcmod=0; 1512 int ret;
1742 1513
1743 if (op->contr->bowtype == bow_bestarrow) { 1514 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1515 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1517 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1519 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1749 wcmod =-1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1522 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1523 else if (op->contr->bowtype == bow_threewide)
1524 {
1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1528 }
1529 else if (op->contr->bowtype == bow_spreadshot)
1530 {
1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1534 }
1535 else
1536 {
1537 /* Simple case */
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 } else if (op->contr->bowtype == bow_spreadshot) {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760
1761 } else {
1762 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 } 1539 }
1540
1765 return ret; 1541 return ret;
1766} 1542}
1767
1768 1543
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1771 */ 1546 */
1547static void
1772void fire_misc_object(object *op, int dir) 1548fire_misc_object (object *op, int dir)
1773{ 1549{
1774 object *item; 1550 object *item = op->contr->ranged_ob;
1775 1551
1776 if (!op->contr->ranges[range_misc]) { 1552 if (!item)
1553 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1555 return;
1779 } 1556 }
1780 1557
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1558 if (!item->inv)
1559 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1561 return;
1785 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
1786 if (item->type == WAND) { 1567 if (item->type == WAND)
1568 {
1787 if(item->stats.food<=0) { 1569 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1570 {
1571 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1790 return; 1574 return;
1791 } 1575 }
1576 }
1792 } else if (item->type == ROD || item->type==HORN) { 1577 else if (item->type == ROD || item->type == HORN)
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1578 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1584 {
1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1795 if (item->type== ROD) 1587 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1589 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1591
1801 return; 1592 return;
1802 } 1593 }
1803 } 1594 }
1804 1595
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1597 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1807 if (item->type == WAND) { 1600 if (item->type == WAND)
1601 {
1808 if (!(--item->stats.food)) { 1602 if (!(--item->stats.food))
1603 {
1809 object *tmp; 1604 object *tmp;
1605
1810 if (item->arch) { 1606 if (item->arch)
1607 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1813 item->speed = 0; 1610 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1611 }
1816 if ((tmp=is_player_inv(item))) 1612
1613 if (object *pl = item->visible_to ())
1817 esrv_update_item(UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1615 }
1819 } 1616 }
1820 else if (item->type == ROD || item->type==HORN) { 1617 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1618 drain_rod_charge (item);
1822 }
1823 } 1619 }
1824} 1620}
1825 1621
1826/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1827 */ 1623 */
1624bool
1828void fire(object *op,int dir) { 1625fire (object *who, int dir)
1626{
1829 int spellcost=0; 1627 int spellcost = 0;
1830 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1831 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1651 if (action_makes_visible (who))
1652 make_visible (who);
1833 1653
1834 switch(op->contr->shoottype) { 1654 switch (ob->type)
1835 case range_none: 1655 {
1836 return; 1656 case BOW:
1837
1838 case range_bow:
1839 player_fire_bow(op, dir); 1657 player_fire_bow (who, dir);
1840 return; 1658 break;
1841 1659
1842 case range_magic: /* Casting spells */ 1660 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1844 return; 1662 break;
1845 1663
1846 case range_misc: 1664 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1665 apply_map_builder (who, dir);
1666 break;
1667
1668 case SKILL:
1669 do_skill (who, who, ob, dir, 0);
1670 break;
1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1676 default:
1677 fire_misc_object (who, dir);
1678 break;
1679 }
1680
1681 return true;
1682}
1683
1684static object *
1685find_key_ (object *pl, object *container, object *door)
1686{
1687 object *tmp, *key;
1688
1689 /* Should not happen, but sanity checking is never bad */
1690 if (!container->inv)
1691 return 0;
1692
1693 /* First, lets try to find a key in the top level inventory */
1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1695 {
1696 if (door->type == DOOR && tmp->type == KEY)
1697 break;
1698
1699 /* For sanity, we should really check door type, but other stuff
1700 * (like containers) can be locked with special keys
1701 */
1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1703 break;
1704 }
1705
1706 /* No key found - lets search inventories now */
1707 /* If we find and use a key in an inventory, return at that time.
1708 * otherwise, if we search all the inventories and still don't find
1709 * a key, return
1710 */
1711 if (!tmp)
1712 {
1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1714 /* No reason to search empty containers */
1715 if (tmp->type == CONTAINER && tmp->inv)
1716 if ((key = find_key_ (pl, tmp, door)))
1717 return key;
1718
1719 if (!tmp)
1871 return; 1720 return 0;
1872 default: 1721 }
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1722
1723 /* We get down here if we have found a key. Now if its in a container,
1724 * see if we actually want to use it
1725 */
1726 if (pl != container)
1727 {
1728 /* Only let players use keys in containers */
1729 if (!pl->contr)
1874 return; 1730 return 0;
1875 }
1876}
1877 1731
1732 /* cases where this fails:
1733 * If we only search the player inventory, return now since we
1734 * are not in the players inventory.
1735 * If the container is not active, return now since only active
1736 * containers can be used.
1737 * If we only search keyrings and the container does not have
1738 * a race/isn't a keyring.
1739 * No checking for all containers - to fall through past here,
1740 * inv must have been an container and must have been active.
1741 *
1742 * Change the color so that the message doesn't disappear with
1743 * all the others.
1744 */
1745 if (pl->contr->usekeys == key_inventory
1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1748 {
1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1751 return NULL;
1752 }
1753 }
1878 1754
1755 return tmp;
1756}
1879 1757
1880/* find_key 1758/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1759 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1760 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1761 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1763 * pl is the player,
1886 * inv is the objects inventory to searched 1764 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1765 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1766 * This function can be called recursively to search containers.
1889 */ 1767 */
1890 1768object *
1891object * find_key(object *pl, object *container, object *door) 1769find_key (object *pl, object *container, object *door)
1892{ 1770{
1893 object *tmp,*key; 1771 if (door->slaying && is_match_expr (door->slaying))
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 if (door->type==DOOR && tmp->type==KEY) break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905 tmp->slaying==door->slaying) break;
1906 } 1772 {
1907 /* No key found - lets search inventories now */ 1773 // for match expressions, we try to find the key by applying the match
1908 /* If we find and use a key in an inventory, return at that time. 1774 // to the op itself, which is supposed to find the "key", instead
1909 * otherwise, if we search all the inventories and still don't find 1775 // of searching through containers ourselves.
1910 * a key, return 1776
1911 */ 1777 return match_one (door->slaying, container, door, pl, pl);
1912 if (!tmp) {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917 }
1918 }
1919 if (!tmp) return NULL;
1920 } 1778 }
1921 /* We get down here if we have found a key. Now if its in a container, 1779 else
1922 * see if we actually want to use it 1780 return find_key_ (pl, container, door);
1923 */
1924 if (pl!=container) {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys")))
1944 ) {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door",
1947 query_name(tmp), query_name(container));
1948 return NULL;
1949 }
1950 }
1951 return tmp;
1952} 1781}
1953 1782
1954/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1957 * 0 otherwise 1786 * 0 otherwise
1958 */ 1787 */
1788static int
1959static int player_attack_door(object *op, object *door) 1789player_attack_door (object *op, object *door)
1960{ 1790{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1965 */ 1794 */
1966 object *key=find_key(op, op, door); 1795 object *key = find_key (op, op, door);
1967 1796
1968 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1969 if (key) { 1798 if (key)
1799 {
1970 object *container=key->env; 1800 object *container = key->env;
1971 1801
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1802 if (action_makes_visible (op))
1803 make_visible (op);
1804
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1806 spring_trap (door->inv, op);
1807
1975 if (door->type == DOOR) { 1808 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1810 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1811 {
1980 "You open the door with the %s", query_short_name(key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2(door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1814 }
1815
1983 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1818
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1820 }
1989 } else if (door->type==LOCKED_DOOR) { 1821 else if (door->type == LOCKED_DOOR)
1822 {
1990 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1825 return 1;
1993 } 1826 }
1827
1994 return 0; 1828 return 0;
1995} 1829}
1996 1830
1997/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2002 */ 1836 */
2003 1837bool
2004void move_player_attack(object *op, int dir) 1838move_player_attack (object *op, int dir)
2005{ 1839{
2006 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2007 sint16 nx, ny; 1841 {
2008 int on_battleground; 1842 --op->speed_left;
2009 mapstruct *m; 1843 return true;
1844 }
2010 1845
2011 nx=freearr_x[dir]+op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2013 1848
2014 on_battleground = op_on_battleground(op, NULL, NULL); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2015 1851
2016 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1859 * move_ob uses.
2024 */ 1860 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1861 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 1862
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 1863 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 1864 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 1865 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 1866 * on the space
1867 */
1868 object *mon;
1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1870 {
1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
1876 }
1877
1878 if (!mon) /* This happens anytime the player tries to move */
1879 return false; /* into a wall */
1880
1881 mon = mon->head_ ();
1882
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
1885 if (player_attack_door (op, mon))
2042 */ 1886 {
2043 while (tmp!=NULL) { 1887 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 1888 return true;
2045 tmp=tmp->above; 1889 }
2046 continue; 1890
1891 /* The following deals with possibly attacking peaceful
1892 * or friendly creatures. Basically, all players are considered
1893 * unaggressive. If the moving player has peaceful set, then the
1894 * object should be pushed instead of attacked. It is assumed that
1895 * if you are braced, you will not attack friends accidently,
1896 * and thus will not push them.
1897 */
1898
1899 /* If the creature is a pet, push it even if the player is not
1900 * peaceful. Our assumption is the creature is a pet if the
1901 * player owns it and it is either friendly or unagressive.
1902 */
1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1908 {
1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced)
1911 return false;
1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
1924 }
1925 else
1926 return false;
1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
1931 /* in certain circumstances, you shouldn't attack friendly
1932 * creatures. Note that if you are braced, you can't push
1933 * someone, but put it inside this loop so that you won't
1934 * attack them either.
1935 */
1936 if ((mon->type == PLAYER || mon->enemy != op)
1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1938 && ((op->contr->peaceful
1939 || (mon->type == PLAYER && mon->contr->peaceful))
1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
1943 {
1944 --op->speed_left;
1945
1946 if (!op->contr->braced)
1947 {
1948 op->play_sound (sound_find ("push_player"));
1949 push_ob (mon, dir, op);
2047 } 1950 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1951 else
2049 mon = tmp; 1952 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 1953
2060 if(mon->head != NULL) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2061 mon = mon->head; 1955 make_visible (op);
2062 1956
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1957 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 1958 }
2091 /* If we're braced, we don't want to switch places with it */ 1959 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2125 */ 1962 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
2127 recursive_roll(mon,dir,op); 1969 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 1970 if (action_makes_visible (op))
2129 } 1971 make_visible (op);
2130 1972
1973 return true;
1974 }
1975 }
2131 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2136 */ 1981 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 1984 {
2141 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 1986 {
2169 } /* if player should attack something */ 1987 --op->contr->weapon_sp_left;
2170}
2171 1988
1989 skill_attack (mon, op, 0, 0, 0);
1990
1991 if (action_makes_visible (op))
1992 make_visible (op);
1993
1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2172int move_player(object *op,int dir) { 2002move_player (object *op, int dir)
2173 int pick; 2003{
2174
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2005 return 0;
2006
2007 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir >= 9)
2009 {
2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2011 return 0;
2012 }
2013
2014 /* peterm: added following line */
2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2017
2018 op->facing = dir;
2019
2020 if (op->flag [FLAG_HIDDEN])
2021 do_hidden_move (op);
2022
2023 bool retval;
2024 int pick = 0;
2025
2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2027 retval = RESULT_INT (0);
2028 else if (op->contr->fire_on)
2029 retval = fire (op, dir);
2030 else
2031 {
2032 retval = move_player_attack (op, dir);
2033 pick = check_pick (op);
2034 }
2035
2036 /* Add special check for newcs players and fire on - this way, the
2037 * server can handle repeat firing.
2038 */
2039 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2040 op->direction = dir;
2041 else
2042 op->direction = 0;
2043
2044 /* Update how the player looks. Use the facing, so direction may
2045 * get reset to zero. This allows for full animation capabilities
2046 * for players.
2047 */
2048 animate_object (op, op->facing);
2049
2050 return retval;
2216} 2051}
2217 2052
2218/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2054 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2056 * the new speed values for commands.
2222 * 2057 *
2223 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2224 */ 2061 */
2062bool
2225int handle_newcs_player(object *op) 2063handle_newcs_player (object *op)
2226{ 2064{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2066 {
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2244 flee_player(op); 2070 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2071
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2072 return true;
2249 } 2073 }
2074 else
2075 return false;
2250 } 2076 }
2251 2077
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2080 * called, so we recheck it here.
2267 */ 2081 */
2268 HandleClient(&op->contr->socket, op->contr); 2082 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2083 return true;
2270 2084
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2086 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2087
2281 else return 0; 2088 return false;
2282 } 2089}
2090
2091static int
2092save_life (object *op)
2093{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2095 return 0;
2284}
2285 2096
2286int save_life(object *op) { 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2099 {
2100 op->play_sound (sound_find ("ob_evaporate"));
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2102
2103 tmp->destroy ();
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2105
2106 if (op->stats.hp < 0)
2107 op->stats.hp = op->stats.maxhp;
2108
2109 if (op->stats.food < 0)
2110 op->stats.food = MAX_FOOD;
2111
2112 op->update_stats ();
2290 return 0; 2113 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2114 }
2115
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2117 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2119 return 0;
2314} 2120}
2315 2121
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2319 * from. 2125 * from.
2320 */ 2126 */
2127static void
2321void remove_unpaid_objects(object *op, object *env) 2128drop_unpaid_items (object *op, object *env)
2322{ 2129{
2323 object *next;
2324
2325 while (op) { 2130 while (op)
2131 {
2326 next=op->below; /* Make sure we have a good value, in case 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2133
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2135 op->insert_at (env);
2331 op->x = env->x; 2136 else if (op->inv)
2332 op->y = env->y; 2137 drop_unpaid_items (op->inv, env);
2333 if (env->type == PLAYER) 2138
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next; 2139 op = next;
2339 } 2140 }
2340} 2141}
2341 2142
2342 2143void
2343/* 2144object::drop_unpaid_items ()
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *gravestone_text (object *op)
2351{ 2145{
2352 static char buf2[MAX_BUF]; 2146 if (!flag [FLAG_REMOVED])
2353 char buf[MAX_BUF]; 2147 ::drop_unpaid_items (inv, this);
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 return buf2;
2378} 2148}
2379 2149
2380 2150void
2381
2382void do_some_living(object *op) { 2151do_some_living (object *op)
2152{
2383 int last_food=op->stats.food; 2153 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2154 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2155 int over_hp, over_sp, over_grace;
2386 int i; 2156 int i;
2387 int rate_hp = 1200; 2157 int rate_hp = 1200;
2388 int rate_sp = 2500; 2158 int rate_sp = 2500;
2389 int rate_grace = 2000; 2159 int rate_grace = 2000;
2390 const int max_hp = 1; 2160 const int max_hp = 1;
2391 const int max_sp = 1; 2161 const int max_sp = 1;
2392 const int max_grace = 1; 2162 const int max_grace = 1;
2393 2163
2394 if (op->contr->outputs_sync) { 2164 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2165 {
2396 if (op->contr->outputs[i].buf!=NULL && 2166 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2167 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2168 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly.
2170 */
2171 if (pticks & 2)
2172 op->invisible--;
2399 } 2173 }
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2175 {
2176 if (!op->invisible--)
2177 {
2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2180 }
2181 }
2400 2182
2401 if(op->contr->state==ST_PLAYING) { 2183 if (op->contr->ns->state == ST_PLAYING)
2402 2184 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2186 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2187 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2188 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2189 else
2190 {
2408 gen_hp = op->stats.maxhp; 2191 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2192 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2193 }
2194
2411 if(op->contr->gen_sp >= 0 ) 2195 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2196 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2197 else
2198 {
2414 gen_sp = op->stats.maxsp; 2199 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2200 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2201 }
2202
2417 if(op->contr->gen_grace >= 0) 2203 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2205 else
2206 {
2420 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2209 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2210
2458 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2213 if (--op->last_grace < 0)
2214 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2215 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2216 op->stats.grace++; /* no penalty in food for regaining grace */
2217
2463 if(max_grace>1) { 2218 if (max_grace > 1)
2219 {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2465 if (over_grace > 0) { 2221 if (over_grace > 0)
2222 {
2466 op->stats.sp += over_grace 2223 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2225 op->last_grace = 0;
2226 }
2469 } else { 2227 else
2228 {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2471 } 2231 }
2472 } else { 2232 else
2233 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2235 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2237 }
2491 } 2238
2492 if(max_hp>1) { 2239 if (op->stats.food > 0)
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 } 2240 {
2501 } else { 2241 /* Regenerate Spell Points */
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2242 if (!op->contr->golem && --op->last_sp < 0)
2503 } 2243 {
2504 } 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 2245
2506 /* Digestion */ 2246 if (op->stats.sp < op->stats.maxsp)
2507 if(--op->last_eat<0) { 2247 {
2508#ifdef COZY_SERVER 2248 op->stats.sp++;
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2249
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2250 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 break; 2252 {
2253 op->stats.food--;
2254
2255 if (op->contr->digestion < 0)
2256 op->stats.food += op->contr->digestion;
2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2258 op->stats.food = last_food;
2259 }
2536 } 2260 }
2261
2262 if (max_sp > 1)
2263 {
2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2282 }
2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2291 {
2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2317 }
2318 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2320 }
2321 }
2322
2323 /* Digestion */
2324 if (--op->last_eat < 0)
2325 {
2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2328
2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2330
2331 /* dms do not consume food */
2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2333 op->stats.food--;
2334 }
2335
2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2337 {
2338 object *flesh = 0;
2339
2340 for_inv_removable (op, tmp)
2341 {
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2346 {
2347 op->statusmsg ("You blindly grab for a bite of food. "
2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2349 op->apply (tmp);
2350
2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2352 break;
2353 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2354 else if (tmp->type == FLESH)
2538 } /* End if paid for object */ 2355 flesh = tmp;
2539 } /* end of for loop */ 2356 }
2357
2540 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2359 * eat flesh instead.
2542 */ 2360 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2362 {
2545 manual_apply(op,flesh,0); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 op->apply (flesh);
2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2546 } 2375 {
2547 } /* end if player is starving */ 2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2548 2378
2549 while(op->stats.food<0&&op->stats.hp>0) 2379 if (op->stats.hp < 0)
2550 op->stats.food++,op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2551 2385
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2386 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2388 kill_player (op);
2389 }
2554} 2390}
2555
2556
2557 2391
2558/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2393 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2394 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2395 * file.
2562 */ 2396 */
2397void
2563void kill_player(object *op) 2398kill_player (object *op)
2564{ 2399{
2565 char buf[MAX_BUF];
2566 int x,y,i; 2400 int x, y;
2567 mapstruct *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2402 int will_kill_again;
2574 archetype *at; 2403 archetype *at;
2575 object *tmp; 2404 object *tmp;
2576 2405
2577 if(save_life(op)) 2406 if (save_life (op))
2578 return; 2407 return;
2579 2408
2409 dynbuf_text deathtab;
2580 2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2444
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2448 */
2585 if (op_on_battleground(op, &x, &y)) { 2449 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2450 {
2587 "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589 "Local medics have saved your life...");
2590
2591 /* restore player */
2592 at = find_archetype("poisoning");
2593 tmp=present_arch_in_ob(at,op);
2594 if (tmp) {
2595 remove_ob(tmp);
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598 }
2599 2452
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease(op,0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999;
2611
2612 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2614 if (tmp != NULL) 2455
2615 { 2456 tmp->name = format ("%s's finger" , &op->name);
2616 sprintf(buf,"%s's finger", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2617 tmp->name = buf; 2458 tmp->msg = format (
2618 sprintf(buf," This finger has been cut off %s\n" 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2460 &op->name, op->contr->title,
2620 &op->name, op->contr->title, (int)(op->level), 2461 (int)op->level,
2621 op->contr->killer); 2462 op->contr->killer_name ()
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2463 );
2464 tmp->value = 0, tmp->type = 0;
2465 tmp->material = name_to_material (shstr_organic);
2466 tmp->insert_at (op, tmp);
2467
2629 /* teleport defeated player to new destination*/ 2468 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2473 return;
2633 } 2474 }
2634 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2635 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2636 2480
2637 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2638 2482
2639 if(op->stats.food<0) { 2483 op->contr->play_sound (sound_find ("player_dies"));
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2484
2660 /* save the map location for corpse, gravestone*/ 2485 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2486 x = op->x;
2487 y = op->y;
2488 map = op->map;
2662 2489
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2490 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2491 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2492 * See the config.h file for a little more in depth detail about this.
2668 */ 2493 */
2669 2494
2670 /* Basically two ways to go - remove a stat permanently, or just 2495 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2496 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2497 * of death.
2673 */ 2498 */
2674#ifndef COZY_SERVER 2499#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2500 if (settings.balanced_stat_loss)
2501 {
2676 /* If stat loss is permanent, lose one stat only. */ 2502 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2503 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2504 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2505 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2506 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2507 little bit harder. */
2682 /* GD */ 2508 /* GD */
2683 if (settings.stat_loss_on_death) 2509 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2510 num_stats_lose = 1;
2689 } 2511 else
2512 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2513 }
2514 else
2515 num_stats_lose = 1;
2516
2690 lost_a_stat = 0; 2517 lost_a_stat = 0;
2691 2518
2692 for (z=0; z<num_stats_lose; z++) { 2519 for (z = 0; z < num_stats_lose; z++)
2693 i = RANDOM() % NUM_STATS; 2520 {
2521 i = rndm (NUM_STATS);
2694 2522
2695 if (settings.stat_loss_on_death) { 2523 if (settings.stat_loss_on_death)
2524 {
2696 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2526 * what he lost.
2698 */ 2527 */
2699 change_attr_value(&(op->stats), i,-1); 2528 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2529 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2530 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2531 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2532 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2533 lost_a_stat = 1;
2705 } else { 2534 }
2535 else
2536 {
2706 /* deplete a stat */ 2537 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2708 object *dep; 2539 object *dep;
2540
2541 dep = present_arch_in_ob (deparch, op);
2542 if (!dep)
2709 2543 {
2710 dep = present_arch_in_ob(deparch,op); 2544 dep = deparch->instance ();
2711 if(!dep) {
2712 dep = arch_to_object(deparch);
2713 insert_ob_in_ob(dep, op); 2545 insert_ob_in_ob (dep, op);
2714 } 2546 }
2715 lose_this_stat = 1; 2547 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2548 if (settings.balanced_stat_loss)
2549 {
2717 /* GD */ 2550 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2551 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2552 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2553 if (this_stat < 0)
2554 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2555 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2556 int keep_chance = this_stat * this_stat;
2557
2723 /* Yes, I am paranoid. Sue me. */ 2558 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2559 if (keep_chance < 1)
2725 keep_chance = 1; 2560 keep_chance = 1;
2726 2561
2727 /* There is a maximum depletion total per level. */ 2562 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2563 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2564 {
2729 lose_this_stat = 0; 2565 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2566 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2567 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2568 }
2741 } 2569 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2570 {
2751 if (this_stat>=-50) { 2571 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2572 lose_this_stat = 0;
2573 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2574 this_stat, keep_chance, loss_chance,
2575 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2576 }
2758 } 2577 }
2759 } 2578 }
2760 } 2579
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2580 if (lose_this_stat)
2763 { 2581 {
2764 /* determine_god() seems to not work sometimes... why is this? 2582 this_stat = get_attr_value (&dep->stats, i);
2765 Should I be using something else? GD */ 2583 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2584 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2585 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2586 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2587 * difference.
2770 " you.", god); 2588 */
2589 if (this_stat >= -50)
2771 else 2590 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2591 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2592 SET_FLAG (dep, FLAG_APPLIED);
2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2594 op->update_stats ();
2595 lost_a_stat = 1;
2596 }
2774 } 2597 }
2598 }
2599 }
2600
2601 /* If no stat lost, tell the player. */
2602 if (!lost_a_stat)
2603 {
2604 /* determine_god() seems to not work sometimes... why is this?
2605 Should I be using something else? GD */
2606 shstr_tmp god = determine_god (op);
2607
2608 if (god != shstr_none)
2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2610 else
2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2612 }
2613#else
2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2775#endif 2615#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2616
2779 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2618 * exp loss on the stone.
2781 */ 2619 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2621 tmp->name = format ("%s's gravestone", &op->name);
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2786 "who was killed\n" 2624 &op->name, op->contr->title, op->contr->killer_name ());
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2627
2794 /**************************************/ 2628 /**************************************/
2795 /* */ 2629 /* */
2796 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */ 2631 /* */
2800 /**************************************/ 2632 /**************************************/
2801 2633
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2635 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 2636
2828 /* 2637 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2638 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2639 * and put them back in the map.
2831 * in the map. 2640 */
2832 */ 2641 op->drop_unpaid_items ();
2833 2642
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2643 /****************************************/
2838 /* */ 2644 /* */
2839 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2841 /* */ 2647 /* */
2842 /****************************************/ 2648 /****************************************/
2843 2649
2844 enter_player_savebed(op); 2650 enter_player_savebed (op);
2845 2651
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2652 op->contr->braced = 0;
2850 save_player(op,1);
2851 2653
2852 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2657 * on the space that might harm the player.
2856 */ 2658 */
2857 will_kill_again=0; 2659 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2660 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2661 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2662 will_kill_again |= tmp->attacktype;
2861 } 2663
2862 if (will_kill_again) { 2664 if (will_kill_again)
2665 {
2863 object *force; 2666 object *force;
2864 int at; 2667 int at;
2865 2668
2866 force=get_archetype(FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2671 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2672 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2674 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2676 force->resist[at] = 100;
2677
2678 insert_ob_in_ob (force, op);
2679 op->update_stats ();
2680 }
2681
2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2683}
2684
2685static void
2686loot_object (object *op)
2687{ /* Grab and destroy some treasure */
2688 object *tmp, *tmp2, *next;
2689
2690 op->close_container (); /* close open sack first */
2691
2692 for (tmp = op->inv; tmp; tmp = next)
2693 {
2694 next = tmp->below;
2695
2696 if (tmp->invisible)
2697 continue;
2698
2699 tmp->remove ();
2700 tmp->x = op->x, tmp->y = op->y;
2701
2702 if (tmp->type == CONTAINER)
2703 loot_object (tmp); /* empty container to ground */
2704
2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2706 {
2707 if (tmp->nrof > 1)
2708 {
2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2711 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2712 else
2933 delete_character(op->name,1); 2713 tmp->destroy ();
2934 } 2714 }
2935 } 2715 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2716 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2717 }
2977} 2718}
2978 2719
2979/* 2720/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2723 * was changed.
2983 */ 2724 */
2725void
2726fix_weight ()
2727{
2728 for_all_players (pl)
2729 {
2730 sint32 old = pl->ob->carrying;
2984 2731
2985void fix_weight(void) { 2732 pl->ob->update_weight ();
2986 player *pl; 2733
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2734 if (old != pl->ob->carrying)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2735 {
2989 if(old == sum) 2736 pl->ob->update_stats ();
2990 continue; 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2991 fix_player(pl->ob); 2738 }
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2993 &pl->ob->name, old, sum);
2994 } 2739 }
2995} 2740}
2996 2741
2997void fix_luck(void) { 2742void
2998 player *pl; 2743fix_luck ()
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2744{
2745 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2746 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2747 pl->ob->change_luck (0);
3002} 2748}
3003
3004 2749
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2750/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2751 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2752 * just treat this as any other spell casting object.
3008 */ 2753 */
3009
3010void 2754void
3011cast_dust (object * op, object * throw_ob, int dir) 2755cast_dust (object *op, object *throw_ob, int dir)
3012{ 2756{
3013 object *skop, *spob; 2757 object *skop, *spob;
3014 2758
3015 skop = find_skill_by_name (op, throw_ob->skill); 2759 skop = find_skill_by_name (op, throw_ob->skill);
3016 2760
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2761 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2762 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2763 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2764 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2765 return;
3023 } 2766 }
3024 2767
3025 spob = throw_ob->inv; 2768 spob = throw_ob->inv;
3026 2769
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2770 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 2771 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 2772 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2773 if (!spob)
3031 { 2774 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2775 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 2776 return;
3035 } 2777 }
3036 2778
3037 if (op->type == PLAYER) 2779 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 2781
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2782 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2783
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2784 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2785}
3046 2786
2787void
3047void make_visible (object *op) { 2788make_visible (object *op)
3048 op->hide = 0; 2789{
2790 op->flag [FLAG_HIDDEN] = 0;
3049 op->invisible = 0; 2791 op->invisible = 0;
2792
3050 if(op->type==PLAYER) { 2793 if (op->type == PLAYER)
2794 {
3051 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3053 } 2797 }
2798
3054 update_object(op,UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3055} 2800}
3056 2801
2802int
3057int is_true_undead(object *op) { 2803is_true_undead (object *op)
3058 object *tmp=NULL; 2804{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2806 return 1;
3061 2807
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 2808 return 0;
3067} 2809}
3068 2810
3069/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 2813 * indicate greater hideability.
3072 */ 2814 */
3073 2815int
3074int hideability(object *ob) { 2816hideability (object *ob)
2817{
3075 int i,level=0, mflag; 2818 int i, level = 0, mflag;
3076 sint16 x,y; 2819 sint16 x, y;
3077 2820
3078 if(!ob||!ob->map) return 0; 2821 if (!ob || !ob->map)
2822 return 0;
3079 2823
3080 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3082 2826
3083 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2830 if (ob->has_carried_lights ())
2831 level = -(10 + (2 * ob->map->darklevel ()));
3087 2832
3088 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2837 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 2839 if (mflag & P_OUT_OF_MAP)
2840 continue;
2841
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2843 level += 2;
3094 else /* open terrain! */ 2844 else /* open terrain! */
3095 level -= 1; 2845 level -= 1;
3096 } 2846 }
3097 2847
3098#if 0 2848#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2849 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 2850#endif
3101 return level; 2851 return level;
3102} 2852}
3103 2853
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2858 */
3109 2859void
3110void do_hidden_move (object *op) { 2860do_hidden_move (object *op)
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2861{
3112 object *skop; 2862 int hide = 0;
3113 2863
3114 if(!op || !op->map) return; 2864 if (!op || !op->map)
2865 return;
3115 2866
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3117 2869
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 2871 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 2872 if (!skop || num >= skop->level)
2873 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2874 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 2875 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2876 return;
3132 "You moved out of hiding! You are visible!");
3133 } 2877 }
2878 else
2879 num += 20;
2880
2881 num += op->map->difficulty;
2882 hide = hideability (op); /* modify by terrain hidden level */
2883 num -= hide;
2884
2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2886 {
2887 make_visible (op);
2888
2889 if (op->type == PLAYER)
2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2891 }
3134 else if (op->type == PLAYER && skop) { 2892 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 2894}
3138 2895
3139/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3140 2897
2898int
3141int stand_near_hostile( object *who ) { 2899stand_near_hostile (object *who)
2900{
3142 object *tmp=NULL; 2901 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 2902 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 2903 maptile *m;
3145 sint16 x,y; 2904 sint16 x, y;
3146 2905
3147 if(!who) return 0; 2906 if (!who)
2907 return 0;
3148 2908
3149 if(who->type==PLAYER) player=1; 2909 if (who->type == PLAYER)
2910 player = 1;
2911
2912 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 2914
3152 /* search adjacent squares */ 2915 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 2916 for (i = 1; i < 9; i++)
2917 {
3154 x = who->x+freearr_x[i]; 2918 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 2919 y = who->y + freearr_y[i];
3156 m = who->map; 2920 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 2921 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 2922 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 2923 * blocked, don't need to check this space.
3160 */ 2924 */
3161 if (mflags & P_OUT_OF_MAP) continue; 2925 if (mflags & P_OUT_OF_MAP)
2926 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 2928 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2929
3165 if((player||friendly) 2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2932 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2933 return 1;
2934 else if (tmp->type == PLAYER)
2935 {
2936 /*don't let a hidden DM prevent you from hiding */
2937 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 2938 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 2939 }
3174 } 2940 }
3175 } 2941 }
3176 return 0; 2942 return 0;
3177} 2943}
3178 2944
3179/* check the player los field for viewability of the 2945/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 2955 * -b.t.
3190 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3191 */ 2957 */
3192 2958int
3193int player_can_view (object *pl,object *op) { 2959player_can_view (object *pl, object *op)
2960{
3194 rv_vector rv; 2961 rv_vector rv;
3195 int dx,dy; 2962 int dx, dy;
3196 2963
3197 if(pl->type!=PLAYER) { 2964 if (pl->type != PLAYER)
2965 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 2967 return -1;
3200 } 2968 }
3201 if (!pl || !op) return 0;
3202 2969
3203 if(op->head) { op = op->head; } 2970 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 2971 return 0;
3227}
3228 2972
3229/* routine for both players and monsters. We call this when 2973 op = op->head_ ();
3230 * there is a possibility for our action distrubing our hiding 2974
3231 * place or invisiblity spell. Artefact invisiblity is not 2975 get_rangevector (pl, op, &rv, 0x1);
3232 * effected by this. If we arent invisible to begin with, we 2976
3233 * return 0. 2977 /* starting with the 'head' part, lets loop
2978 * through the object and find if it has any
2979 * part that is in the los array but isn't on
2980 * a blocked los square.
2981 * we use the archetype to figure out offsets.
3234 */ 2982 */
3235int action_makes_visible (object *op) { 2983 while (op)
2984 {
2985 dx = rv.distance_x + op->arch->x;
2986 dy = rv.distance_y + op->arch->y;
3236 2987
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3239 return 0;
3240
3241 if (op->contr && op->contr->tmp_invis == 0) return 0;
3242
3243 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3246 return 1; 2989 return 1;
3247 } 2990
2991 op = op->more;
3248 } 2992 }
2993
3249 return 0; 2994 return 0;
3250} 2995}
3251 2996
3252/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 2999 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3000 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3001 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3002 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3004 */
3005int
3260int op_on_battleground (object *op, int *x, int *y) { 3006op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3007{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3017 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272 strcmp(tmp->name, "battleground")==0 && 3019 && tmp->type == BATTLEGROUND
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3023 /* before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 object *invtmp;
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3027 {
3280 if (x != NULL && y != NULL) 3028 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3282 return 1; 3031 return 1;
3283 }
3284 } 3032 }
3285 } 3033
3286 if (x != NULL && y != NULL) 3034 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3288 return 1; 3037 return 1;
3038 }
3289 } 3039 }
3290 }
3291 } 3040 }
3041
3292 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3293 return 0; 3043 return 0;
3294} 3044}
3295 3045
3296/* 3046/*
3300 * attributes: 3050 * attributes:
3301 * object *who the dragon player 3051 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3052 * int atnr the attack-number of the ability focus
3303 * int level ability level 3053 * int level ability level
3304 */ 3054 */
3055void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3056dragon_ability_gain (object *who, int atnr, int level)
3057{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3058 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3059 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3060 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3061 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3063 int i = 0, j = 0;
3312 3064
3313 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3074
3323 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3076 return;
3077
3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3079
3080 if (!tr || !tr->item)
3081 {
3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3083 return;
3084 }
3085
3086 /* everything seems okay - now bring on the gift: */
3087 item = tr->item;
3088
3089 if (item->type == SPELL)
3090 {
3091 if (check_spell_known (who, item->name))
3324 return; 3092 return;
3325 3093
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3094 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3095 do_learn_spell (who, item, 0);
3328 3096 return;
3329 if (tr == NULL || tr->item == NULL) { 3097 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3098
3099 /* grant direct spell */
3100 if (item->type == SPELLBOOK)
3101 {
3102 if (!item->inv)
3103 {
3104 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3105 return;
3106 }
3107 if (check_spell_known (who, item->inv->name))
3331 return; 3108 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3109 if (item->invisible)
3110 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3111 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3112 do_learn_spell (who, item->inv, 0);
3357 return; 3113 return;
3358 } 3114 }
3359 } 3115 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3116 else if (item->type == SKILL_TOOL && item->invisible)
3117 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3118 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3119 {
3362 3120
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3121 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3122 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3123 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3124 * but not all of them, he gets nothing.
3367 */ 3125 */
3368 if (!(skop->attacktype & item->attacktype)) { 3126 if (!(skop->attacktype & item->attacktype))
3127 {
3369 /* Give new attacktype */ 3128 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3129 skop->attacktype |= item->attacktype;
3371 3130
3372 /* always add physical if there's none */ 3131 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3132 skop->attacktype |= AT_PHYSICAL;
3374 3133
3375 if (item->msg != NULL) 3134 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3135 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3136
3378 /* Give player new face */ 3137 /* Give player new face */
3379 if (item->animation_id) { 3138 if (item->animation_id)
3139 {
3380 who->face = skop->face; 3140 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3141 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3142 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3143 who->last_anim = 0;
3384 who->state = 0; 3144 who->state = 0;
3385 animate_object(who, who->direction); 3145 animate_object (who, who->direction);
3386 } 3146 }
3387 } 3147 }
3388 } 3148 }
3389 } 3149 }
3390 else if (item->type == FORCE) { 3150 else if (item->type == FORCE)
3151 {
3391 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3153 object *skin;
3154
3393 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3395 skin=skin->below); 3157 ;
3396 if (skin == NULL) return; 3158
3397 3159 if (!skin)
3160 return;
3161
3398 /* adding new spellpath attunements */ 3162 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3163 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3164 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3165 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3166
3402 /* print message */ 3167 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3168 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3169 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3170 {
3405 if(item->path_attuned & (1<<i)) { 3171 if (item->path_attuned & (1 << i))
3172 {
3406 if (j) 3173 if (j)
3407 strcat(buf," and "); 3174 strcat (buf, " and ");
3408 else 3175 else
3409 j = 1; 3176 j = 1;
3410 strcat(buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3411 } 3178 }
3412 } 3179 }
3180
3413 strcat(buf,"."); 3181 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3183 }
3416 3184
3417 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3186 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3187 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3188 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3189 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3191 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3192
3425 /* print message if there is one */ 3193 /* print message if there is one */
3426 if (item->msg != NULL) 3194 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3196 }
3197 else
3428 } 3198 {
3429 else {
3430 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 } 3203 }
3437} 3204}
3438 3205
3439/** 3206//-GPL
3440 * Unready an object for a player. This function does nothing if the object was
3441 * not readied.
3442 */
3443void player_unready_range_ob(player *pl, object *ob) {
3444 rangetype i;
3445 3207
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3208sint8
3447 if (pl->ranges[i] == ob) { 3209player::darkness_at (maptile *map, int x, int y) const
3448 pl->ranges[i] = NULL; 3210{
3449 if (pl->shoottype == i) { 3211 if (!ns)
3450 pl->shoottype = range_none; 3212 return LOS_BLOCKED;
3451 } 3213
3452 } 3214 int dx, dy;
3453 } 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3454} 3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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