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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 75
208 if (!p) 76 ob->remove ();
209 { 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
210 p = new player; 78 ob->map = 0;
79 party = 0;
211 80
212 /* This adds the player in the linked list. There is extra 81 players.erase (this);
213 * complexity here because we want to add the new player at the 82}
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 83
226 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 ())
227 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
228 116
229 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 * for next and socket. 118 if (tmp->type == FORCE)
231 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
232 p->clear (); 120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
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{
234 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 212 * we deal with that below this point.
236 */ 213 */
237 p->party = NULL; 214 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 215 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 217
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
248 219
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 220 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 221 bowtype = bow_normal;
266 p->petmode = pet_normal; 222 petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers; 223 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 225 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 226
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 227 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 228 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race;
278
279 CLEAR_FLAG (op, FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 229}
302 230
303/* This loads the first map an puts the player on it. */ 231void
304static void set_first_map(object *op) 232player::do_destroy ()
305{ 233{
306 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 235
312/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316 237
317int add_player(NewSocket *ns) { 238 if (ob)
318 player *p; 239 ob->destroy ();
319 240
320 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
321 p->socket = *ns; 242}
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332 243
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
334 add_friendly_object(p->ob); 245{
335 send_rules(p->ob); 246 /* Clear item stack */
336 send_news(p->ob); 247 free (stack_items);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 248}
341 249
342/* 250/*
343 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
346 */ 254 */
255static archetype *
347archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
348{ 257{
349 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
350 for (;;) { 266 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 267 {
362} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
363 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
364 277
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 *
365object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
366 object *op = NULL; 301 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 302 objectlink *ol;
369 unsigned lastdist; 303 unsigned lastdist;
370 rv_vector rv; 304 rv_vector rv;
371 305
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 307 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 309 continue;
399 310
400 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
312 {
401 op=ol->ob; 313 op = ol->ob;
402 lastdist=rv.distance; 314 lastdist = rv.distance;
403 } 315 }
404 } 316 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 317
318 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 319 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 320 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 321 {
413 } 322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
414#if 0 326#if 0
415 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)");
416#endif 328#endif
417 return op; 329 return op;
418} 330}
419 331
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 350 * is probably not a good thing.
439 */ 351 */
440#define MAX_SPACES 50 352#define MAX_SPACES 50
441
442 353
443/* 354/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 373 * is blocking itself.
463 */ 374 */
375int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
465 rv_vector rv; 378 rv_vector rv;
466 sint16 x,y; 379 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 381 maptile *m, *lastmap;
469 382
470 get_rangevector(mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
471 384
472 if (rv.distance<mindiff) return 0; 385 if (rv.distance < mindiff)
386 return 0;
473 387
474 x=mon->x; 388 x = mon->x;
475 y=mon->y; 389 y = mon->y;
476 m=mon->map; 390 m = mon->map;
477 dir = rv.direction; 391 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 396 if (diff > max)
397 return 0;
398
482 while (diff >1 && max>0) { 399 while (diff > 1 && max > 0)
400 {
483 lastx = x; 401 lastx = x;
484 lasty = y; 402 lasty = y;
485 lastmap = m; 403 lastmap = m;
486 x = lastx + freearr_x[dir]; 404 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 405 y = lasty + freearr_y[dir];
488 406
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 407 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 409
492 /* Space is blocked - try changing direction a little */ 410 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 412 && (m == mon->map && blocked_link (mon, m, x, y))))
413 {
495 /* recalculate direction from last good location. Possible 414 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 415 * we were not traversing ideal location before.
497 */ 416 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 418 if (rv.direction != dir)
419 {
500 /* OK - says direction should be different - lets reset the 420 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 421 * the values so it will try again.
502 */ 422 */
503 x = lastx; 423 x = lastx;
504 y = lasty; 424 y = lasty;
505 m = lastmap; 425 m = lastmap;
506 dir = firstdir = rv.direction; 426 dir = firstdir = rv.direction;
427 }
507 } else { 428 else
429 {
508 /* direct path is blocked - try taking a side step to 430 /* direct path is blocked - try taking a side step to
509 * either the left or right. 431 * either the left or right.
510 * Note increase the values in the loop below to be 432 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 433 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 434 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 435 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 436 * stepping back and forth
515 */ 437 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 {
440 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 441 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 442 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 443 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 444 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 445 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 446 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 447 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 449 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 450 * the last direction the creature has successfully
527 * moved. 451 * moved.
528 */ 452 */
529 453
530 x = lastx + freearr_x[absdir(lastdir+i)]; 454 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 455 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 456 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 457 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 458 if (mflags & P_OUT_OF_MAP)
459 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 460 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 461 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
462 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 463 if (mflags & P_BLOCKSVIEW)
464 continue;
538 465
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 466 if (m == mon->map && blocked_link (mon, m, x, y))
467 break;
540 } 468 }
541 /* go through entire loop without finding a valid 469 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 470 * sidestep to take - thus, no valid path.
543 */ 471 */
544 if (i==(DETOUR_AMOUNT+1)) 472 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 473 return 0;
546 diff--; 474 diff--;
547 lastdir=dir; 475 lastdir = dir;
548 max--; 476 max--;
549 if (!firstdir) firstdir = dir+i; 477 if (!firstdir)
478 firstdir = dir + i;
550 } /* else check alternate directions */ 479 } /* else check alternate directions */
551 } /* if blocked */ 480 } /* if blocked */
552 else { 481 else
482 {
553 /* we moved towards creature, so diff is less */ 483 /* we moved towards creature, so diff is less */
554 diff--; 484 diff--;
555 max--; 485 max--;
556 lastdir=dir; 486 lastdir = dir;
487 if (!firstdir)
557 if (!firstdir) firstdir = dir; 488 firstdir = dir;
489 }
490
491 if (diff <= 1)
558 } 492 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 494 * headed toward player for entire distance.
562 */ 495 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 498 }
566 if (diff>max) return 0; 499
500 if (diff > max)
501 return 0;
567 } 502 }
503
568 /* 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 */
569 if (!max) return 0; 505 if (!max)
506 return 0;
570 507
571 return firstdir; 508 return firstdir;
572} 509}
573 510
511void
574void give_initial_items(object *pl,treasurelist *items) { 512give_initial_items (object *pl, treasurelist *items)
575 object *op,*next=NULL; 513{
576
577 if(pl->randomitems!=NULL) 514 if (pl->randomitems)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 516
580 for (op=pl->inv; op; op=next) { 517 for (object *next, *op = pl->inv; op; op = next)
518 {
581 next = op->below; 519 next = op->below;
582 520
583 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
584 * 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
585 */ 523 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 525 SET_FLAG (op, FLAG_APPLIED);
588 526
589 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 528 * by this player due to race restrictions
591 */ 529 */
592 if (pl->type == PLAYER) { 530 if (pl->type == PLAYER)
531 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
594 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
595 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
596 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
597 op->type == BRACERS || op->type == GIRDLE)) || 537 || op->type == BRACERS || op->type == GIRDLE))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 539 {
603 } 540 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 541 continue;
623 } 542 }
624 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)
625 } 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 }
626 559
560 if (op->nrof > 1)
561 op->nrof = 1;
562 }
563
627 if (op->type == SPELLBOOK && op->inv) { 564 if (op->type == SPELLBOOK && op->inv)
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 }
630 566
631 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 569 * merged properly.
634 */ 570 */
635 if (need_identify(op)) { 571 if (need_identify (op))
572 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
576 }
577
578 if (op->type == SPELL)
639 } 579 {
640 if(op->type==SPELL) { 580 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 581 continue;
582 }
583 else if (op->type == SKILL)
644 } 584 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 586 op->stats.exp = 0;
648 op->level = 1; 587 op->level = 1;
649 } 588 }
650 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
653 592
654 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
655 link_player_skills(pl); 594 pl->contr->link_skills ();
656} 595}
657 596
658void get_name(object *op) { 597void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 598get_party_password (object *op, partylist *party)
599{
731 if (party == NULL) { 600 if (party == NULL)
601 {
732 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);
733 return; 603 return;
734 } 604 }
605
735 op->contr->write_buf[0]='\0'; 606 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 607 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 608 op->contr->party_to_join = party;
738 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:");
739} 610}
740
741 611
742/* 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. */
743int roll_stat(void) { 613static int
614roll_stat ()
615{
744 int a[4],i,j,k; 616 int a[4], i, j, k;
745 617
746 for(i=0;i<4;i++) 618 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 619 a[i] = (int) rndm (6) + 1;
748 620
749 for(i=0,j=0,k=7;i<4;i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 622 if (a[i] < k)
751 k=a[i],j=i; 623 k = a[i], j = i;
752 624
753 for(i=0,k=0;i<4;i++) { 625 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 626 if (i != j)
755 k+=a[i]; 627 k += a[i];
756 } 628
757 return k; 629 return k;
758} 630}
759 631
760void roll_stats(object *op) { 632void
633object::roll_stats ()
634{
635 int statsort [NUM_STATS];
636
637 for (;;)
638 {
761 int sum=0; 639 int sum = 0;
762 int i = 0, j = 0; 640 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 641 sum += statsort [i] = roll_stat ();
764 642
765 do { 643 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 644 break;
767 op->stats.Dex=roll_stat(); 645 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 646
778 /* Sort the stats so that rerolling is easier... */ 647 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 649
787 /* a quick and dirty bubblesort? */ 650 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 652
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 653 stats.exp = 0;
818 op->stats.ac=0; 654 stats.ac = 0;
819 655
656 stats.hp = stats.maxhp;
657 stats.sp = stats.maxsp;
658 stats.grace = stats.maxgrace;
659
660 if (contr)
661 {
820 op->contr->levhp[1] = 9; 662 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 663 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 664 contr->levgrace[1] = 3;
823 665
824 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
825 op->stats.hp = op->stats.maxhp; 686 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 687 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 696 contr->orig_stats = stats;
697 }
829} 698}
830 699
831void Roll_Again(object *op) 700static void
701start_info (object *op)
832{ 702{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
841 704
842 if ( op->contr->Swap_First == -1 ) { 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 707}
950 708
951/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
955 * not the class. 713 * not the class.
956 */ 714 */
957 715void
958int key_change_class(object *op, char key) 716player::chargen_race_done ()
959{ 717{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 719 esrv_new_player (ob->contr);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 720
721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
722 if (tl)
723 create_treasure (tl, ob, 0, 0, 0);
724
974 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
976 727
977 op->contr->state=ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
978 729
979 if (op->msg) 730 if (ob->msg)
980 op->msg=NULL; 731 ob->msg = 0;
981 732
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 733 start_info (ob);
992 CLEAR_FLAG(op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 735 give_initial_items (ob, ob->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op); 736 esrv_send_inventory (ob, ob);
996 fix_player(op); 737 ob->update_stats ();
997 738
998 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
999 * is one for this race 740 * is one for this race
1000 */ 741 */
1001 if(*first_map_ext_path) { 742 if (*first_map_ext_path)
1002 object *tmp; 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1003 mapstruct *oldmap = op->map; 744 else
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 746}
1018 return 0;
1019 }
1020 747
748void
749player::chargen_race_next ()
750{
1021 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
1023 */ 753 */
1024 754
1025 tmp_loop = 0; 755 do
1026 while(!tmp_loop) { 756 {
1027 shstr name = op->name; 757 shstr name = ob->name;
1028 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
759
1029 remove_statbonus(op); 760 ob->remove_statbonus ();
1030 remove_ob (op); 761 ob->remove ();
1031 op->arch = get_player_archetype(op->arch); 762 ob->arch = get_player_archetype (ob->arch);
1032 copy_object (&op->arch->clone, op); 763 ob->arch->copy_to (ob);
1033 op->instantiate (); 764 ob->instantiate ();
1034 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
1035 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
1036 op->x = x; 767 ob->x = x;
1037 op->y = y; 768 ob->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 771 assign (ob->contr->title, ob->arch->object::name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 772 ob->add_statbonus ();
1043 tmp_loop=allowed_class(op);
1044 } 773 }
774 while (!allowed_class (ob));
775
1045 update_object(op,UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 777 esrv_update_item (UPD_FACE, ob, ob);
1047 fix_player(op); 778 ob->update_stats ();
1048 op->stats.hp=op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
1050 op->stats.grace=0; 781 ob->stats.grace = 0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055} 782}
1056 783
1057int key_confirm_quit(object *op, char key) 784static void
1058{
1059 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) {
1091 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf)))
1093 delete_map(mp);
1094 }
1095
1096 delete_character(op->name, 1);
1097 }
1098 play_again(op);
1099 return 1;
1100}
1101
1102void flee_player(object *op) { 785flee_player (object *op)
786{
1103 int dir,diff; 787 int dir, diff;
1104 rv_vector rv; 788 rv_vector rv;
1105 789
1106 if(op->stats.hp < 0) { 790 if (op->stats.hp < 0)
791 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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))))
1109 return; 819 return;
1110 } 820 }
1111 821
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 824 op->enemy = NULL;
1146} 825}
1147
1148 826
1149/* 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.
1150 * 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
1151 * stop. 829 * stop.
1152 */ 830 */
831int
1153int check_pick(object *op) { 832check_pick (object *op)
833{
1154 object *tmp, *next; 834 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 835 int stop = 0;
1157 int j, k, wvratio; 836 int wvratio;
1158 char putstring[128], tmpstr[16];
1159 837
1160
1161 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1163 return 1; 840 return 1;
1164 841
1165 op_tag = op->count;
1166
1167 next = op->below; 842 next = op->below;
1168 if (next) 843
1169 next_tag = next->count; 844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1170 846
1171 /* 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
1172 * destroyed */ 848 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 849 while (next && !next->destroyed ())
1174 { 850 {
1175 tmp = next; 851 tmp = next;
1176 next = tmp->below; 852 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 853
1180 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 ())
1181 return 0; 861 return 0;
1182 862
1183 if ( ! can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1184 continue; 864 continue;
1185 865
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 867 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1190 continue; 871 continue;
1191 }
1192
1193 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) {
1195 switch (op->contr->mode) {
1196 case 0: return 1; /* don't pick up */
1197 case 1: pick_up (op, tmp);
1198 return 1;
1199 case 2: pick_up (op, tmp);
1200 return 0;
1201 case 3: return 0; /* stop before pickup */
1202 case 4: pick_up (op, tmp);
1203 break;
1204 case 5: pick_up (op, tmp);
1205 stop = 1;
1206 break;
1207 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp);
1211 break;
1212
1213 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp);
1216 break;
1217
1218 default:
1219 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp);
1225 } 872 }
1226 } 873
1227 else { /* old model */
1228 /* NEW pickup handling */ 874 /* pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
1230 { 876 {
1231 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL) 878 const char *str = tmp->name
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 879 ? format ("item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (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))))
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 881 : format ("item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (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
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 }
1252 } 885 }
1253 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 886
1256#if 0 887 if (op->contr->mode & PU_INHIBIT)
1257 /* print the flags too */ 888 return 1;
1258 for(k=0;k<4;k++) 889
1259 { 890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 891 return 1;
1261 for(j=0;j<32;j++) 892
1262 {
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1264 if(!((j+1)%4))fprintf(stderr," ");
1265 }
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif
1269 }
1270 /* philosophy: 893 /* philosophy:
1271 * 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
1272 * generic. This takes no game-time. For more detailed pickups 895 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a 896 * and selections, select-items should be used. This is a
1274 * 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
1275 * example. 898 * example.
1276 * 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
1277 * 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
1278 * convert to decimal and then 'pickup <#> 901 * convert to decimal and then 'pickup <#>
1281 /* the first two modes are exclusive: if NOTHING we return, if 904 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially, 905 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */ 906 * meaning if any test passes, the item gets picked up. */
1284 907
1285 /* if mode is set to pick nothing up, return */ 908 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1; 909 if (op->contr->mode == PU_NOTHING)
910 return 1;
1288 911
1289 /* if mode is set to stop when encountering objects, return */ 912 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick 913 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */ 914 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0; 915 if (op->contr->mode & PU_STOP)
916 return 0;
1294 917
1295 /* useful for going into stores and not losing your settings... */ 918 /* useful for going into stores and not losing your settings... */
1296 /* 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
1297 * fighting */ 920 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1; 921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
1299 923
1300 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
1302 927
1303 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
1304 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;
1305 931
1306 /* all food and drink if desired */ 932 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD) 935 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
1311 if(op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
1312 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)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1314 947
1315 if(op->contr->mode & PU_POTION) 948 if (op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION) 949 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
1318 954
1319 /* spellbooks, skillscrolls and normal books/scrolls */ 955 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK) 956 if (op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK) 957 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1323 if(op->contr->mode & PU_SKILLSCROLL) 963 if (op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL) 964 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
1326 if(op->contr->mode & PU_READABLES) 970 if (op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL) 971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1329 976
1330 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 979 if (tmp->type == WAND
1333 { 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 }
1334 987
1335 /* pick up all magical items */ 988 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1338 { 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 }
1339 996
1340 if(op->contr->mode & PU_VALUABLES) 997 if (op->contr->mode & PU_VALUABLES)
1341 { 998 {
1342 if (tmp->type == MONEY || tmp->type == GEM) 999 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1344 } 1004 }
1345 1005
1346 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET) 1008 if (tmp->type == RING
1349 { 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 }
1350 1024
1351 /* bows and arrows. Bows are good for selling! */ 1025 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW) 1026 if (op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW) 1027 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1355 if(op->contr->mode & PU_ARROW) 1033 if (op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW) 1034 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1358 1039
1359 /* all kinds of armor etc. */ 1040 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR) 1041 if (op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR) 1042 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1363 if(op->contr->mode & PU_HELMET) 1048 if (op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET) 1049 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1366 if(op->contr->mode & PU_SHIELD) 1055 if (op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD) 1056 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1369 if(op->contr->mode & PU_BOOTS) 1062 if (op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS) 1063 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1372 if(op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1375 if(op->contr->mode & PU_CLOAK) 1076 if (op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK) 1077 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1378 1082
1379 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1383 1090
1384 /* careful: chairs and tables are weapons! */ 1091 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON) 1092 if (op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 } 1093 {
1393 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 }
1394 { 1100 }
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400 1101
1401 /* misc stuff that's useful */ 1102 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY) 1103 if (op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1405 1109
1406 /* 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
1407 * pickups */ 1111 * pickups */
1408 if(op->contr->mode & PU_RATIO) 1112 if (op->contr->mode & PU_RATIO)
1409 { 1113 {
1410 /* use value density to decide what else to grab */ 1114 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */ 1115 /* >=7 was >= op->contr->mode */
1412 /* >=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
1413 * and multiply them by 5, giving 0..15*5== 5..75 */ 1117 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5; 1118 wvratio = op->contr->mode & PU_RATIO;
1415 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)
1416 { 1120 {
1417 pick_up(op, tmp);
1418#if 0 1121#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) { 1123 if (tmp->name != NULL)
1124 {
1421 fprintf(stderr,"%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1422 } 1126 }
1127 else
1423 else fprintf(stderr,"%s",tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1424 fprintf(stderr,",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1425 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))));
1426#endif 1131#endif
1132 CHK_PICK_PICKUP;
1427 continue; 1133 continue;
1428 } 1134 }
1135 } /* the new pickup model */
1429 } 1136 }
1430 } /* the new pickup model */ 1137
1431 }
1432 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;
1433} 1174}
1434 1175
1435/* 1176/*
1436 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1179 * found object is returned.
1439 */ 1180 */
1181static object *
1440object *find_arrow(object *op, const char *type) 1182find_arrow (object *op, const char *type)
1441{ 1183{
1442 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);
1443 1187
1444 for(op=op->inv; op; op=op->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1446 QUERY_FLAG(op,FLAG_APPLIED)) 1190 if (object *arrow = find_arrow (tmp, type))
1447 tmp = find_arrow (op, type); 1191 {
1448 else if (op->type==ARROW && op->race==type) 1192 splay (tmp);
1449 return op; 1193 return arrow;
1194 }
1195
1450 return tmp; 1196 return 0;
1451} 1197}
1452 1198
1453/* 1199/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1204 */
1459 1205static object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1461{ 1207{
1462 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1464 1210
1465 if (!type) 1211 if (!type)
1466 return NULL; 1212 return NULL;
1467 1213
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1215 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1217 {
1471 i = 0; 1218 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1473 if (i > betterby) { 1221 if (i > betterby)
1222 {
1474 tmp = ntmp; 1223 tmp = ntmp;
1475 betterby = i; 1224 betterby = i;
1476 } 1225 }
1226 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1227 else if (arrow->type == ARROW && arrow->race == type)
1228 {
1478 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1230 if (target->race && arrow->slaying.contains (target->race))
1480 strstr(arrow->slaying, target->race)) { 1231 {
1481 if (arrow->attacktype & AT_DEATH) { 1232 if (arrow->attacktype & AT_DEATH)
1233 {
1482 *better = 100; 1234 *better = 100;
1483 return arrow; 1235 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1236 }
1488 } else { 1237 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1238 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1239 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1240 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1241 }
1505 } 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 }
1506 } 1267 }
1268 }
1507 } 1269 }
1270
1508 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1272 return find_arrow (op, type);
1510 1273
1511 *better = betterby; 1274 *better = betterby;
1512 return tmp; 1275 return tmp;
1513} 1276}
1514 1277
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1280 * op = the shooter
1518 * type = bow->race 1281 * type = bow->race
1519 * dir = fire direction 1282 * dir = fire direction
1520 */ 1283 */
1521 1284static object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1523{ 1286{
1524 object *tmp = NULL; 1287 object *tmp = NULL;
1525 mapstruct *m; 1288 maptile *m;
1526 int i, mflags, found, number; 1289 int i, mflags, found, number;
1527 sint16 x, y; 1290 sint16 x, y;
1528 1291
1529 if (op->map == NULL) 1292 if (op->map == NULL)
1530 return find_arrow(op, type); 1293 return find_arrow (op, type);
1531 1294
1532 /* do a dex check */ 1295 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1296 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1298 return find_arrow (op, type);
1536 1299
1537 m = op->map; 1300 m = op->map;
1538 x = op->x; 1301 x = op->x;
1539 y = op->y; 1302 y = op->y;
1540 1303
1541 /* find the first target */ 1304 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1305 for (i = 0, found = 0; i < 20; i++)
1306 {
1543 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1312 {
1547 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))
1548 break; 1328 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1329 }
1566 if (tmp == NULL) 1330
1331 if (!tmp)
1567 return find_arrow(op, type); 1332 return find_arrow (op, type);
1568 1333
1569 if (tmp->head) 1334 if (tmp->head)
1570 tmp = tmp->head; 1335 tmp = tmp->head;
1571 1336
1572 return find_better_arrow(op, tmp, type, &i); 1337 return find_better_arrow (op, tmp, type, &i);
1573} 1338}
1574 1339
1575/* 1340/*
1576 * Creature fires a bow - op can be monster or player. Returns 1341 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1342 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1345 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1348 * player fire modes.
1584 */ 1349 */
1350int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1352{
1588 object *left, *bow; 1353 object *left, *bow;
1589 tag_t left_tag, tag; 1354 int mflags;
1590 int bowspeed, mflags; 1355 maptile *m;
1591 mapstruct *m;
1592 1356
1593 if (!dir) { 1357 if (!dir)
1358 {
1594 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!");
1595 return 0; 1360 return 0;
1361 }
1362
1363 if (op->contr)
1364 bow = op->current_weapon;
1365 else
1596 } 1366 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1370 */
1604 if(bow->type==BOW) 1371 if (bow->type == BOW)
1605 break; 1372 break;
1606 1373
1607 if (!bow) { 1374 if (!bow)
1375 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1377 return 0;
1610 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1611 } 1382 }
1383
1612 if( !bow->race || !bow->skill) { 1384 if (!bow->race || !bow->skill)
1385 {
1613 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);
1614 return 0; 1387 return 0;
1615 } 1388 }
1616 1389
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1390 if (arrow == NULL)
1391 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1393 {
1627 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1397 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1633 return 0; 1400 return 0;
1634 } 1401 }
1635 } 1402 }
1403
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1405 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1406 return 0;
1639 } 1407
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1408 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1409 {
1641 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.");
1642 return 0; 1411 return 0;
1643 } 1412 }
1644 1413
1645 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1415 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1416 {
1648 free_object(arrow); 1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1418 arrow->destroy ();
1649 return 0; 1419 return 0;
1650 } 1420 }
1651 1421
1652 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count; 1423 arrow = arrow->split ();
1654 arrow = get_split_ob(arrow, 1); 1424 if (!arrow)
1655 if (arrow == NULL) { 1425 {
1656 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);
1657 return 0; 1427 return 0;
1658 } 1428 }
1659 set_owner(arrow, op); 1429
1430 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1432 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1433
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 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 */
1673 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1437 arrow->custom_name = arrow->slaying;
1676 arrow->spellarg = strdup_local(arrow->slaying);
1677 1438
1678 /* Note that this was different for monsters - they got their level 1439#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1440 if (player *pl = op->contr)
1680 */
1681 1441 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1442 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1456 /* update the speed */
1687 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
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1458 + bow->stats.dam / 7.f;
1691 1459
1692 if (arrow->speed < 1.0) 1460 arrow->set_speed (max (arrow->speed, 2.f));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1696 1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464
1697 if (op->type == PLAYER) { 1465 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1466 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1468 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1474 }
1475 else
1476 {
1708 arrow->level = op->level; 1477 arrow->level = op->level;
1709 } 1478 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1479
1711 arrow->attacktype |= bow->attacktype; 1480 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1481 arrow->slaying = bow->slaying;
1714 1482
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1492
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1720 tag = arrow->count; 1494 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1495
1723 if (!was_destroyed(arrow, tag)) 1496 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1497 move_arrow (arrow);
1725 1498
1726 if (op->type == PLAYER) {
1727 if (was_destroyed (left, left_tag))
1728 esrv_del_item(op->contr, left_tag);
1729 else
1730 esrv_send_item(op, left);
1731 }
1732 return 1; 1499 return 1;
1733} 1500}
1734 1501
1735/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1503 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1507 * hence the function name.
1741 */ 1508 */
1509static int
1742int player_fire_bow(object *op, int dir) 1510player_fire_bow (object *op, int dir)
1743{ 1511{
1744 int ret=0, wcmod=0; 1512 int ret;
1745 1513
1746 if (op->contr->bowtype == bow_bestarrow) { 1514 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1515 {
1748 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);
1749 dir, 0, op->x, op->y); 1517 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1752 wcmod =-1;
1753 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);
1754 op->x, op->y); 1522 }
1755 } 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 */
1756 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);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1759 } else if (op->contr->bowtype == bow_spreadshot) {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1763
1764 } else {
1765 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767 } 1539 }
1540
1768 return ret; 1541 return ret;
1769} 1542}
1770
1771 1543
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1774 */ 1546 */
1547static void
1775void fire_misc_object(object *op, int dir) 1548fire_misc_object (object *op, int dir)
1776{ 1549{
1777 object *item; 1550 object *item = op->contr->ranged_ob;
1778 1551
1779 if (!op->contr->ranges[range_misc]) { 1552 if (!item)
1553 {
1780 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.");
1781 return; 1555 return;
1782 } 1556 }
1783 1557
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1558 if (!item->inv)
1559 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1561 return;
1788 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
1789 if (item->type == WAND) { 1567 if (item->type == WAND)
1568 {
1790 if(item->stats.food<=0) { 1569 if (item->stats.food <= 0)
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1570 {
1571 op->contr->play_sound (sound_find ("wand_poof"));
1792 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
1793 return; 1574 return;
1794 } 1575 }
1576 }
1795 } else if (item->type == ROD || item->type==HORN) { 1577 else if (item->type == ROD || item->type == HORN)
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1578 {
1797 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
1798 if (item->type== ROD) 1587 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "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));
1801 else 1589 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1591
1804 return; 1592 return;
1805 } 1593 }
1806 } 1594 }
1807 1595
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1597 {
1809 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
1810 if (item->type == WAND) { 1600 if (item->type == WAND)
1601 {
1811 if (!(--item->stats.food)) { 1602 if (!(--item->stats.food))
1603 {
1812 object *tmp; 1604 object *tmp;
1605
1813 if (item->arch) { 1606 if (item->arch)
1607 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1816 item->speed = 0; 1610 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1611 }
1819 if ((tmp=is_player_inv(item))) 1612
1613 if (object *pl = item->visible_to ())
1820 esrv_update_item(UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1821 } 1615 }
1822 } 1616 }
1823 else if (item->type == ROD || item->type==HORN) { 1617 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1618 drain_rod_charge (item);
1825 }
1826 } 1619 }
1827} 1620}
1828 1621
1829/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1830 */ 1623 */
1624bool
1831void fire(object *op,int dir) { 1625fire (object *who, int dir)
1626{
1832 int spellcost=0; 1627 int spellcost = 0;
1833 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
1834 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1651 if (action_makes_visible (who))
1652 make_visible (who);
1836 1653
1837 switch(op->contr->shoottype) { 1654 switch (ob->type)
1838 case range_none: 1655 {
1839 return; 1656 case BOW:
1840
1841 case range_bow:
1842 player_fire_bow(op, dir); 1657 player_fire_bow (who, dir);
1843 return; 1658 break;
1844 1659
1845 case range_magic: /* Casting spells */ 1660 case SPELL:
1846 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);
1847 return; 1662 break;
1848 1663
1849 case range_misc: 1664 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 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)
1874 return; 1720 return 0;
1875 default: 1721 }
1876 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)
1877 return; 1730 return 0;
1878 }
1879}
1880 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 }
1881 1754
1755 return tmp;
1756}
1882 1757
1883/* find_key 1758/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1760 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1761 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1763 * pl is the player,
1889 * inv is the objects inventory to searched 1764 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1765 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1766 * This function can be called recursively to search containers.
1892 */ 1767 */
1893 1768object *
1894object * find_key(object *pl, object *container, object *door) 1769find_key (object *pl, object *container, object *door)
1895{ 1770{
1896 object *tmp,*key; 1771 if (door->slaying && is_match_expr (door->slaying))
1897
1898 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL;
1900
1901 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1903 if (door->type==DOOR && tmp->type==KEY) break;
1904 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys
1906 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1908 tmp->slaying==door->slaying) break;
1909 } 1772 {
1910 /* No key found - lets search inventories now */ 1773 // for match expressions, we try to find the key by applying the match
1911 /* 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
1912 * otherwise, if we search all the inventories and still don't find 1775 // of searching through containers ourselves.
1913 * a key, return 1776
1914 */ 1777 return match_one (door->slaying, container, door, pl, pl);
1915 if (!tmp) {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1920 }
1921 }
1922 if (!tmp) return NULL;
1923 } 1778 }
1924 /* We get down here if we have found a key. Now if its in a container, 1779 else
1925 * see if we actually want to use it 1780 return find_key_ (pl, container, door);
1926 */
1927 if (pl!=container) {
1928 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL;
1930 /* cases where this fails:
1931 * If we only search the player inventory, return now since we
1932 * are not in the players inventory.
1933 * If the container is not active, return now since only active
1934 * containers can be used.
1935 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active.
1939 *
1940 * Change the color so that the message doesn't disappear with
1941 * all the others.
1942 */
1943 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys")))
1947 ) {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door",
1950 query_name(tmp), query_name(container));
1951 return NULL;
1952 }
1953 }
1954 return tmp;
1955} 1781}
1956 1782
1957/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1960 * 0 otherwise 1786 * 0 otherwise
1961 */ 1787 */
1788static int
1962static int player_attack_door(object *op, object *door) 1789player_attack_door (object *op, object *door)
1963{ 1790{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1968 */ 1794 */
1969 object *key=find_key(op, op, door); 1795 object *key = find_key (op, op, door);
1970 1796
1971 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1972 if (key) { 1798 if (key)
1799 {
1973 object *container=key->env; 1800 object *container = key->env;
1974 1801
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1802 if (action_makes_visible (op))
1803 make_visible (op);
1804
1977 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
1978 if (door->type == DOOR) { 1808 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1810 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1811 {
1983 "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);
1984 remove_door2(door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1814 }
1815
1986 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1818
1989 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1820 }
1992 } else if (door->type==LOCKED_DOOR) { 1821 else if (door->type == LOCKED_DOOR)
1822 {
1993 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
1994 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...");
1995 return 1; 1825 return 1;
1996 } 1826 }
1827
1997 return 0; 1828 return 0;
1998} 1829}
1999 1830
2000/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2005 */ 1836 */
2006 1837bool
2007void move_player_attack(object *op, int dir) 1838move_player_attack (object *op, int dir)
2008{ 1839{
2009 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2010 sint16 nx, ny; 1841 {
2011 int on_battleground; 1842 --op->speed_left;
2012 mapstruct *m; 1843 return true;
1844 }
2013 1845
2014 nx=freearr_x[dir]+op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2016 1848
2017 on_battleground = op_on_battleground(op, NULL, NULL); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2018 1851
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 1859 * move_ob uses.
2027 */ 1860 */
2028 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);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 1862
2040 mon = NULL;
2041 /* 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
2042 * 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.
2043 * 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
2044 * 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))
2045 */ 1886 {
2046 while (tmp!=NULL) { 1887 --op->contr->weapon_sp_left;
2047 if (tmp == op) { 1888 return true;
2048 tmp=tmp->above; 1889 }
2049 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);
2050 } 1950 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1951 else
2052 mon = tmp; 1952 op->statusmsg ("You withhold your attack");
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 1953
2063 if(mon->head != NULL) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2064 mon = mon->head; 1955 make_visible (op);
2065 1956
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1957 return true;
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 { 1958 }
2094 /* If we're braced, we don't want to switch places with it */ 1959 }
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2127 * 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.
2128 */ 1962 */
2129 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
2130 recursive_roll(mon,dir,op); 1969 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 1970 if (action_makes_visible (op))
2132 } 1971 make_visible (op);
2133 1972
1973 return true;
1974 }
1975 }
2134 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2135 * 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
2136 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2137 * 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
2138 * 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.
2139 */ 1981 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 1984 {
2144 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 1986 {
2172 } /* if player should attack something */ 1987 --op->contr->weapon_sp_left;
2173}
2174 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
2175int move_player(object *op,int dir) { 2002move_player (object *op, int dir)
2176 int pick; 2003{
2177
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 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;
2219} 2051}
2220 2052
2221/* 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
2222 * new client/server stuff. 2054 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2056 * the new speed values for commands.
2225 * 2057 *
2226 * 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.
2227 */ 2061 */
2062bool
2228int handle_newcs_player(object *op) 2063handle_newcs_player (object *op)
2229{ 2064{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 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;
2247 flee_player(op); 2070 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2071
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2072 return true;
2252 } 2073 }
2074 else
2075 return false;
2253 } 2076 }
2254 2077
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* 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
2268 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2080 * called, so we recheck it here.
2270 */ 2081 */
2271 HandleClient(&op->contr->socket, op->contr); 2082 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2083 return true;
2273 2084
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2086 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2087
2284 else return 0; 2088 return false;
2285 } 2089}
2090
2091static int
2092save_life (object *op)
2093{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2095 return 0;
2287}
2288 2096
2289int save_life(object *op) { 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 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));
2291 2102
2103 tmp->destroy ();
2292 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 ();
2293 return 0; 2113 return 1;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2299 "Your %s vibrates violently, then evaporates.",
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 } 2114 }
2115
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2117 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2119 return 0;
2317} 2120}
2318 2121
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2125 * from.
2323 */ 2126 */
2127static void
2324void remove_unpaid_objects(object *op, object *env) 2128drop_unpaid_items (object *op, object *env)
2325{ 2129{
2326 object *next;
2327
2328 while (op) { 2130 while (op)
2131 {
2329 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' */
2330 * we remove object 'op' 2133
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2135 op->insert_at (env);
2334 op->x = env->x; 2136 else if (op->inv)
2335 op->y = env->y; 2137 drop_unpaid_items (op->inv, env);
2336 if (env->type == PLAYER) 2138
2337 esrv_del_item(env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0);
2339 }
2340 else if (op->inv) remove_unpaid_objects(op->inv, env);
2341 op=next; 2139 op = next;
2342 } 2140 }
2343} 2141}
2344 2142
2345 2143void
2346/* 2144object::drop_unpaid_items ()
2347 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory.
2352 */
2353char *gravestone_text (object *op)
2354{ 2145{
2355 static char buf2[MAX_BUF]; 2146 if (!flag [FLAG_REMOVED])
2356 char buf[MAX_BUF]; 2147 ::drop_unpaid_items (inv, this);
2357 time_t now = time (NULL);
2358
2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER) {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 }
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380 return buf2;
2381} 2148}
2382 2149
2383 2150void
2384
2385void do_some_living(object *op) { 2151do_some_living (object *op)
2152{
2386 int last_food=op->stats.food; 2153 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2154 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2155 int over_hp, over_sp, over_grace;
2389 int i; 2156 int i;
2390 int rate_hp = 1200; 2157 int rate_hp = 1200;
2391 int rate_sp = 2500; 2158 int rate_sp = 2500;
2392 int rate_grace = 2000; 2159 int rate_grace = 2000;
2393 const int max_hp = 1; 2160 const int max_hp = 1;
2394 const int max_sp = 1; 2161 const int max_sp = 1;
2395 const int max_grace = 1; 2162 const int max_grace = 1;
2396 2163
2397 if (op->contr->outputs_sync) { 2164 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2165 {
2399 if (op->contr->outputs[i].buf!=NULL && 2166 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2167 /* the socket code flashes the player visible/invisible
2401 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--;
2402 } 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 }
2403 2182
2404 if(op->contr->state==ST_PLAYING) { 2183 if (op->contr->ns->state == ST_PLAYING)
2405 2184 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2186 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2187 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2188 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2189 else
2190 {
2411 gen_hp = op->stats.maxhp; 2191 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2192 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2193 }
2194
2414 if(op->contr->gen_sp >= 0 ) 2195 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2196 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2197 else
2198 {
2417 gen_sp = op->stats.maxsp; 2199 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2200 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2201 }
2202
2420 if(op->contr->gen_grace >= 0) 2203 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2205 else
2206 {
2423 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 } 2209 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460 2210
2461 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2462 /* 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. */
2463 if(--op->last_grace<0) { 2213 if (--op->last_grace < 0)
2214 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2215 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2216 op->stats.grace++; /* no penalty in food for regaining grace */
2217
2466 if(max_grace>1) { 2218 if (max_grace > 1)
2219 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2221 if (over_grace > 0)
2222 {
2469 op->stats.sp += over_grace 2223 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2471 op->last_grace=0; 2225 op->last_grace = 0;
2226 }
2472 } else { 2227 else
2228 {
2473 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 }
2474 } 2231 }
2475 } else { 2232 else
2233 {
2476 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);
2477 } 2235 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2237 }
2494 } 2238
2495 if(max_hp>1) { 2239 if (op->stats.food > 0)
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2240 {
2504 } else { 2241 /* Regenerate Spell Points */
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2242 if (!op->contr->golem && --op->last_sp < 0)
2506 } 2243 {
2507 } 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2508 2245
2509 /* Digestion */ 2246 if (op->stats.sp < op->stats.maxsp)
2510 if(--op->last_eat<0) { 2247 {
2511#ifdef COZY_SERVER 2248 op->stats.sp++;
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2249
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2250 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 break; 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 }
2539 } 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 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2354 else if (tmp->type == FLESH)
2541 } /* End if paid for object */ 2355 flesh = tmp;
2542 } /* end of for loop */ 2356 }
2357
2543 /* 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
2544 * eat flesh instead. 2359 * eat flesh instead.
2545 */ 2360 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2362 {
2548 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)
2549 } 2375 {
2550 } /* end if player is starving */ 2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2551 2378
2552 while(op->stats.food<0&&op->stats.hp>0) 2379 if (op->stats.hp < 0)
2553 op->stats.food++,op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2554 2385
2555 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))
2556 kill_player(op); 2388 kill_player (op);
2389 }
2557} 2390}
2558
2559
2560 2391
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2394 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2395 * file.
2565 */ 2396 */
2397void
2566void kill_player(object *op) 2398kill_player (object *op)
2567{ 2399{
2568 char buf[MAX_BUF];
2569 int x,y,i; 2400 int x, y;
2570 mapstruct *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2571 int z;
2572 int num_stats_lose;
2573 int lost_a_stat;
2574 int lose_this_stat;
2575 int this_stat;
2576 int will_kill_again; 2402 int will_kill_again;
2577 archetype *at; 2403 archetype *at;
2578 object *tmp; 2404 object *tmp;
2579 2405
2580 if(save_life(op)) 2406 if (save_life (op))
2581 return; 2407 return;
2582 2408
2409 dynbuf_text deathtab;
2583 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
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2448 */
2588 if (op_on_battleground(op, &x, &y)) { 2449 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2450 {
2590 "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2592 "Local medics have saved your life...");
2593
2594 /* restore player */
2595 at = find_archetype("poisoning");
2596 tmp=present_arch_in_ob(at,op);
2597 if (tmp) {
2598 remove_ob(tmp);
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2601 }
2602 2452
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2609 }
2610
2611 cure_disease(op,0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999;
2614
2615 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2617 if (tmp != NULL) 2455
2618 { 2456 tmp->name = format ("%s's finger" , &op->name);
2619 sprintf(buf,"%s's finger", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->name = buf; 2458 tmp->msg = format (
2621 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",
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2460 &op->name, op->contr->title,
2623 &op->name, op->contr->title, (int)(op->level), 2461 (int)op->level,
2624 op->contr->killer); 2462 op->contr->killer_name ()
2625 tmp->msg=buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0;
2627 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2463 );
2464 tmp->value = 0, tmp->type = 0;
2465 tmp->material = name_to_material (shstr_organic);
2466 tmp->insert_at (op, tmp);
2467
2632 /* teleport defeated player to new destination*/ 2468 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2635 return; 2473 return;
2636 } 2474 }
2637 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2638 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2639 2480
2640 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2641 2482
2642 if(op->stats.food<0) { 2483 op->contr->play_sound (sound_find ("player_dies"));
2643 if (op->contr->explore) {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name);
2650 strcpy(op->contr->killer,"starvation");
2651 }
2652 else {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name);
2660 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662 2484
2663 /* save the map location for corpse, gravestone*/ 2485 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2486 x = op->x;
2487 y = op->y;
2488 map = op->map;
2665 2489
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2490 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2493 */
2672 2494
2673 /* Basically two ways to go - remove a stat permanently, or just 2495 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2496 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2497 * of death.
2676 */ 2498 */
2677#ifndef COZY_SERVER 2499#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2500 if (settings.balanced_stat_loss)
2501 {
2679 /* If stat loss is permanent, lose one stat only. */ 2502 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2504 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2505 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2506 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2507 little bit harder. */
2685 /* GD */ 2508 /* GD */
2686 if (settings.stat_loss_on_death) 2509 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2510 num_stats_lose = 1;
2692 } 2511 else
2512 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2513 }
2514 else
2515 num_stats_lose = 1;
2516
2693 lost_a_stat = 0; 2517 lost_a_stat = 0;
2694 2518
2695 for (z=0; z<num_stats_lose; z++) { 2519 for (z = 0; z < num_stats_lose; z++)
2696 i = RANDOM() % NUM_STATS; 2520 {
2521 i = rndm (NUM_STATS);
2697 2522
2698 if (settings.stat_loss_on_death) { 2523 if (settings.stat_loss_on_death)
2524 {
2699 /* 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
2700 * what he lost. 2526 * what he lost.
2701 */ 2527 */
2702 change_attr_value(&(op->stats), i,-1); 2528 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2529 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2530 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2531 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2532 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2533 lost_a_stat = 1;
2708 } else { 2534 }
2535 else
2536 {
2709 /* deplete a stat */ 2537 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2711 object *dep; 2539 object *dep;
2540
2541 dep = present_arch_in_ob (deparch, op);
2542 if (!dep)
2712 2543 {
2713 dep = present_arch_in_ob(deparch,op); 2544 dep = deparch->instance ();
2714 if(!dep) {
2715 dep = arch_to_object(deparch);
2716 insert_ob_in_ob(dep, op); 2545 insert_ob_in_ob (dep, op);
2717 } 2546 }
2718 lose_this_stat = 1; 2547 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2548 if (settings.balanced_stat_loss)
2549 {
2720 /* GD */ 2550 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2551 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2552 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2553 if (this_stat < 0)
2554 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2555 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2556 int keep_chance = this_stat * this_stat;
2557
2726 /* Yes, I am paranoid. Sue me. */ 2558 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2559 if (keep_chance < 1)
2728 keep_chance = 1; 2560 keep_chance = 1;
2729 2561
2730 /* There is a maximum depletion total per level. */ 2562 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2563 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2564 {
2732 lose_this_stat = 0; 2565 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2566 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2567 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2568 }
2744 } 2569 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2570 {
2754 if (this_stat>=-50) { 2571 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 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"); */
2760 } 2576 }
2761 } 2577 }
2762 } 2578 }
2763 } 2579
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2580 if (lose_this_stat)
2766 { 2581 {
2767 /* determine_god() seems to not work sometimes... why is this? 2582 this_stat = get_attr_value (&dep->stats, i);
2768 Should I be using something else? GD */ 2583 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2584 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2585 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2586 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2587 * difference.
2773 " you.", god); 2588 */
2589 if (this_stat >= -50)
2774 else 2590 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2591 change_attr_value (&(dep->stats), i, -1);
2776 " 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 }
2777 } 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.";
2778#endif 2615#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2616
2782 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2618 * exp loss on the stone.
2784 */ 2619 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2621 tmp->name = format ("%s's gravestone", &op->name);
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2788 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",
2789 "who was killed\n" 2624 &op->name, op->contr->title, op->contr->killer_name ());
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2627
2797 /**************************************/ 2628 /**************************************/
2798 /* */ 2629 /* */
2799 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */
2802 /* */ 2631 /* */
2803 /**************************************/ 2632 /**************************************/
2804 2633
2805 /* remove any poisoning and confusion the character may be suffering.*/
2806 /* restore player */
2807 at = find_archetype("poisoning");
2808 tmp=present_arch_in_ob(at,op);
2809 if (tmp) {
2810 remove_ob(tmp);
2811 free_object(tmp);
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813 }
2814
2815 at = find_archetype("confusion");
2816 tmp=present_arch_in_ob(at,op);
2817 if (tmp) {
2818 remove_ob(tmp);
2819 free_object(tmp);
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 }
2822 cure_disease(op,0); /* remove any disease */
2823
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2635 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830 2636
2831 /* 2637 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2639 * and put them back in the map.
2834 * in the map. 2640 */
2835 */ 2641 op->drop_unpaid_items ();
2836 2642
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/ 2643 /****************************************/
2841 /* */ 2644 /* */
2842 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2844 /* */ 2647 /* */
2845 /****************************************/ 2648 /****************************************/
2846 2649
2847 enter_player_savebed(op); 2650 enter_player_savebed (op);
2848 2651
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2652 op->contr->braced = 0;
2853 save_player(op,1);
2854 2653
2855 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2657 * on the space that might harm the player.
2859 */ 2658 */
2860 will_kill_again=0; 2659 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2661 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2662 will_kill_again |= tmp->attacktype;
2864 } 2663
2865 if (will_kill_again) { 2664 if (will_kill_again)
2665 {
2866 object *force; 2666 object *force;
2867 int at; 2667 int at;
2868 2668
2869 force=get_archetype(FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2671 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2672 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2674 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2876 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);
2877 } 2711 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2712 else
2936 delete_character(op->name,1); 2713 tmp->destroy ();
2937 } 2714 }
2938 } 2715 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2716 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2717 }
2980} 2718}
2981 2719
2982/* 2720/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2723 * was changed.
2986 */ 2724 */
2725void
2726fix_weight ()
2727{
2728 for_all_players (pl)
2729 {
2730 sint32 old = pl->ob->carrying;
2987 2731
2988void fix_weight(void) { 2732 pl->ob->update_weight ();
2989 player *pl; 2733
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2734 if (old != pl->ob->carrying)
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2735 {
2992 if(old == sum) 2736 pl->ob->update_stats ();
2993 continue; 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2994 fix_player(pl->ob); 2738 }
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2996 &pl->ob->name, old, sum);
2997 } 2739 }
2998} 2740}
2999 2741
3000void fix_luck(void) { 2742void
3001 player *pl; 2743fix_luck ()
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2744{
2745 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2746 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2747 pl->ob->change_luck (0);
3005} 2748}
3006
3007 2749
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2750/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2751 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2752 * just treat this as any other spell casting object.
3011 */ 2753 */
3012
3013void 2754void
3014cast_dust (object * op, object * throw_ob, int dir) 2755cast_dust (object *op, object *throw_ob, int dir)
3015{ 2756{
3016 object *skop, *spob; 2757 object *skop, *spob;
3017 2758
3018 skop = find_skill_by_name (op, throw_ob->skill); 2759 skop = find_skill_by_name (op, throw_ob->skill);
3019 2760
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2761 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2762 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 2763 {
3023 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);
3024 &op->name);
3025 return; 2765 return;
3026 } 2766 }
3027 2767
3028 spob = throw_ob->inv; 2768 spob = throw_ob->inv;
3029 2769
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 2772 // errors should be reported as early as possible IMHO)
3033 if (!spob) 2773 if (!spob)
3034 { 2774 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 2776 return;
3038 } 2777 }
3039 2778
3040 if (op->type == PLAYER) 2779 if (op->type == PLAYER)
3041 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);
3042 2781
3043 cast_spell (op, throw_ob, dir, spob, NULL); 2782 cast_spell (op, throw_ob, dir, spob, NULL);
3044 2783
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2784 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 2785}
3049 2786
2787void
3050void make_visible (object *op) { 2788make_visible (object *op)
3051 op->hide = 0; 2789{
2790 op->flag [FLAG_HIDDEN] = 0;
3052 op->invisible = 0; 2791 op->invisible = 0;
2792
3053 if(op->type==PLAYER) { 2793 if (op->type == PLAYER)
2794 {
3054 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3056 } 2797 }
2798
3057 update_object(op,UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3058} 2800}
3059 2801
2802int
3060int is_true_undead(object *op) { 2803is_true_undead (object *op)
3061 object *tmp=NULL; 2804{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2806 return 1;
3064 2807
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 2808 return 0;
3070} 2809}
3071 2810
3072/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 2813 * indicate greater hideability.
3075 */ 2814 */
3076 2815int
3077int hideability(object *ob) { 2816hideability (object *ob)
2817{
3078 int i,level=0, mflag; 2818 int i, level = 0, mflag;
3079 sint16 x,y; 2819 sint16 x, y;
3080 2820
3081 if(!ob||!ob->map) return 0; 2821 if (!ob || !ob->map)
2822 return 0;
3082 2823
3083 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3085 2826
3086 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2830 if (ob->has_carried_lights ())
2831 level = -(10 + (2 * ob->map->darklevel ()));
3090 2832
3091 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3092 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 2839 if (mflag & P_OUT_OF_MAP)
2840 continue;
2841
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 2843 level += 2;
3097 else /* open terrain! */ 2844 else /* open terrain! */
3098 level -= 1; 2845 level -= 1;
3099 } 2846 }
3100 2847
3101#if 0 2848#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2849 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 2850#endif
3104 return level; 2851 return level;
3105} 2852}
3106 2853
3107/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 2858 */
3112 2859void
3113void do_hidden_move (object *op) { 2860do_hidden_move (object *op)
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2861{
3115 object *skop; 2862 int hide = 0;
3116 2863
3117 if(!op || !op->map) return; 2864 if (!op || !op->map)
2865 return;
3118 2866
3119 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);
3120 2869
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 2871 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 2872 if (!skop || num >= skop->level)
2873 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 2875 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2876 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 2892 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 2894}
3141 2895
3142/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3143 2897
2898int
3144int stand_near_hostile( object *who ) { 2899stand_near_hostile (object *who)
2900{
3145 object *tmp=NULL; 2901 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 2902 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 2903 maptile *m;
3148 sint16 x,y; 2904 sint16 x, y;
3149 2905
3150 if(!who) return 0; 2906 if (!who)
2907 return 0;
3151 2908
3152 if(who->type==PLAYER) player=1; 2909 if (who->type == PLAYER)
2910 player = 1;
2911
2912 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 2914
3155 /* search adjacent squares */ 2915 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 2916 for (i = 1; i < 9; i++)
2917 {
3157 x = who->x+freearr_x[i]; 2918 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 2919 y = who->y + freearr_y[i];
3159 m = who->map; 2920 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 2921 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 2922 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 2923 * blocked, don't need to check this space.
3163 */ 2924 */
3164 if (mflags & P_OUT_OF_MAP) continue; 2925 if (mflags & P_OUT_OF_MAP)
2926 continue;
3165 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)))
3166 2928 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2929
3168 if((player||friendly) 2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 {
3169 &&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)
3170 return 1; 2938 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 2939 }
3177 } 2940 }
3178 } 2941 }
3179 return 0; 2942 return 0;
3180} 2943}
3181 2944
3182/* check the player los field for viewability of the 2945/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3184 * 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
3185 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3189 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3191 * 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.
3192 * -b.t. 2955 * -b.t.
3193 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3194 */ 2957 */
3195 2958int
3196int player_can_view (object *pl,object *op) { 2959player_can_view (object *pl, object *op)
2960{
3197 rv_vector rv; 2961 rv_vector rv;
3198 int dx,dy; 2962 int dx, dy;
3199 2963
3200 if(pl->type!=PLAYER) { 2964 if (pl->type != PLAYER)
2965 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 2967 return -1;
3203 } 2968 }
3204 if (!pl || !op) return 0;
3205 2969
3206 if(op->head) { op = op->head; } 2970 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 2971 return 0;
3230}
3231 2972
3232/* routine for both players and monsters. We call this when 2973 op = op->head_ ();
3233 * there is a possibility for our action distrubing our hiding 2974
3234 * place or invisiblity spell. Artefact invisiblity is not 2975 get_rangevector (pl, op, &rv, 0x1);
3235 * effected by this. If we arent invisible to begin with, we 2976
3236 * 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.
3237 */ 2982 */
3238int 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;
3239 2987
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3242 return 0;
3243
3244 if (op->contr && op->contr->tmp_invis == 0) return 0;
3245
3246 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3249 return 1; 2989 return 1;
3250 } 2990
2991 op = op->more;
3251 } 2992 }
2993
3252 return 0; 2994 return 0;
3253} 2995}
3254 2996
3255/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 2999 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3000 * -exit-coord. (and if x, y not NULL)
3259 * 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
3260 * 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
3261 * 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
3262 */ 3004 */
3005int
3263int op_on_battleground (object *op, int *x, int *y) { 3006op_on_battleground (object *op, int *x, int *y)
3264 object *tmp; 3007{
3265
3266 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3267 * 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),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3017 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3275 strcmp(tmp->name, "battleground")==0 && 3019 && tmp->type == BATTLEGROUND
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3023 /* before we assign the exit, check if this is a teambattle */
3278 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))
3279 object *invtmp;
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3027 {
3283 if (x != NULL && y != NULL) 3028 if (x && y)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3285 return 1; 3031 return 1;
3286 }
3287 } 3032 }
3288 } 3033
3289 if (x != NULL && y != NULL) 3034 if (x && y)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3291 return 1; 3037 return 1;
3038 }
3292 } 3039 }
3293 }
3294 } 3040 }
3041
3295 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3296 return 0; 3043 return 0;
3297} 3044}
3298 3045
3299/* 3046/*
3303 * attributes: 3050 * attributes:
3304 * object *who the dragon player 3051 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3052 * int atnr the attack-number of the ability focus
3306 * int level ability level 3053 * int level ability level
3307 */ 3054 */
3055void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3056dragon_ability_gain (object *who, int atnr, int level)
3057{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3058 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3059 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3060 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3061 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3063 int i = 0, j = 0;
3315 3064
3316 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325 3074
3326 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))
3327 return; 3092 return;
3328 3093
3329 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);
3330 tr = tr->next, i++); 3095 do_learn_spell (who, item, 0);
3331 3096 return;
3332 if (tr == NULL || tr->item == NULL) { 3097 }
3333 /* 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))
3334 return; 3108 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3109 if (item->invisible)
3110 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3112 do_learn_spell (who, item->inv, 0);
3360 return; 3113 return;
3361 } 3114 }
3362 } 3115 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3116 else if (item->type == SKILL_TOOL && item->invisible)
3117 {
3364 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 {
3365 3120
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3121 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * 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
3368 * 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,
3369 * but not all of them, he gets nothing. 3124 * but not all of them, he gets nothing.
3370 */ 3125 */
3371 if (!(skop->attacktype & item->attacktype)) { 3126 if (!(skop->attacktype & item->attacktype))
3127 {
3372 /* Give new attacktype */ 3128 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3129 skop->attacktype |= item->attacktype;
3374 3130
3375 /* always add physical if there's none */ 3131 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3132 skop->attacktype |= AT_PHYSICAL;
3377 3133
3378 if (item->msg != NULL) 3134 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3135 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3136
3381 /* Give player new face */ 3137 /* Give player new face */
3382 if (item->animation_id) { 3138 if (item->animation_id)
3139 {
3383 who->face = skop->face; 3140 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3141 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3142 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3143 who->last_anim = 0;
3387 who->state = 0; 3144 who->state = 0;
3388 animate_object(who, who->direction); 3145 animate_object (who, who->direction);
3389 } 3146 }
3390 } 3147 }
3391 } 3148 }
3392 } 3149 }
3393 else if (item->type == FORCE) { 3150 else if (item->type == FORCE)
3151 {
3394 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3153 object *skin;
3154
3396 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3397 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)
3398 skin=skin->below); 3157 ;
3399 if (skin == NULL) return; 3158
3400 3159 if (!skin)
3160 return;
3161
3401 /* adding new spellpath attunements */ 3162 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3163 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3164 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3165 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3166
3405 /* print message */ 3167 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3168 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3169 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3170 {
3408 if(item->path_attuned & (1<<i)) { 3171 if (item->path_attuned & (1 << i))
3172 {
3409 if (j) 3173 if (j)
3410 strcat(buf," and "); 3174 strcat (buf, " and ");
3411 else 3175 else
3412 j = 1; 3176 j = 1;
3413 strcat(buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3414 } 3178 }
3415 } 3179 }
3180
3416 strcat(buf,"."); 3181 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3183 }
3419 3184
3420 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3186 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3187 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3188 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3189 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3191 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3192
3428 /* print message if there is one */ 3193 /* print message if there is one */
3429 if (item->msg != NULL) 3194 if (item->msg != NULL)
3430 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
3431 } 3198 {
3432 else {
3433 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3437 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp);
3439 } 3203 }
3440} 3204}
3441 3205
3442/** 3206//-GPL
3443 * Unready an object for a player. This function does nothing if the object was
3444 * not readied.
3445 */
3446void player_unready_range_ob(player *pl, object *ob) {
3447 rangetype i;
3448 3207
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3208sint8
3450 if (pl->ranges[i] == ob) { 3209player::darkness_at (maptile *map, int x, int y) const
3451 pl->ranges[i] = NULL; 3210{
3452 if (pl->shoottype == i) { 3211 if (!ns)
3453 pl->shoottype = range_none; 3212 return LOS_BLOCKED;
3454 } 3213
3455 } 3214 int dx, dy;
3456 } 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);
3457} 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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